- Extends
- xBot
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.AIController
|
+-- GamePlay.ScriptedController
|
+-- UnrealGame.Bot
|
+-- XGame.xBot
|
+-- ROEngine.ROBot
Inherited Variables from UnrealGame.Bot |
Accuracy, AcquireTime, Aggression, Aggressiveness, BaseAggressiveness, BaseAlertness, bCanFire, bChangeDir, bDodgingForward, bEnemyEngaged, bEnemyIsVisible, bFinalStretch, bFireSuccess, bForcedDirection, bFrustrated, bHasFired, bHasImpactHammer, bHasSuperWeapon, bHasTranslocator, bIgnoreEnemyChange, bInitLifeMessage, bInstantAck, bJumpy, bJustLanded, bLeadTarget, BlockedPath, bMustCharge, bPlannedShot, bPursuingFlag, bReachedGatherPoint, bRecommendFastMove, bShieldSelf, bSingleTestSection, bStoppedFiring, bStrafeDir, bTacticalDoubleJump, bTranslocatorHop, bWasNearObjective, CampTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, ComboNames[4], EnemyAcquisitionScript, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, FavoriteWeapon, FormationPosition, FormerVehicle, GatherTime, GoalScript, GoalString, HidingSpot, ImpactTarget, Jumpiness, LastAttractCheck, LastFireAttempt, LastFriendlyCheck, LastKillerPosition, LastKnownPosition, LastRespawnTime, LastSearchTime, LastSearchWeight, LastTaunt, LastUnderFire, LoseEnemyCheckTime, MinFFCheckTime, NextSquadMember, NextTranslocTime, NumRandomJumps, OldEnemy, OldMessageID, OldMessageType, OldOrderGiver, OldOrders, OrderNames[16], ReactionTime, RealTranslocationTarget, ReTaskTime, ScriptedCombat, SoakString, Squad, StartleActor, StartTacticalTime, StopStartTime, StrafingAbility, Tactics, TestLabel, TestPath, TestStart, TranslocationTarget, TranslocFreq, TranslocUse, VisibleEnemy |
Functions Summary |
 | bool | AutoTaunt ()))
|
 | | AvoidThisVehicle (ROVehicle Feared))
|
 | | AvoidThisVehicle (ROVehicle Feared)) VehicleAvoid |
 | vector | BackItUp ())) VehicleReroute |
 | | BeginState ())) Fallback |
 | | BeginState ())) MoveToGoal |
 | | BeginState ())) RangedAttack |
 | | BeginState ())) Roaming |
 | | BeginState ())) TacticalMove |
 | | BeginState ())) VehicleAvoid |
 | | BeginState ())) WaitForCrew |
 | | BotVoiceMessage (name messagetype, byte MessageID, Controller Sender))
|
 | bool | CanCombo ()))
|
 | bool | CanComboMoving ()))
|
 | bool | CanImpactJump ()))
|
 | bool | CanUseTranslocator ()))
|
 | | ChangeCharacter (string newCharacter, optional string inClass))
|
 | bool | CheckPathToGoalAround (Pawn P)) MoveToGoal |
 | | CheckVehicleRoute ()))
|
 | | Destroyed ()))
|
 | | EndState ())) RangedAttack |
 | | EndState ())) VehicleAvoid |
 | | EnemyChanged (bool bNewEnemyVisible)) Fallback |
 | | EnemyNotVisible ())) Fallback |
 | | EnemyNotVisible ())) TacticalVehicleMove |
 | | FindDestination ())) TacticalVehicleMove |
 | bool | FireWeaponAt (Actor A)) Fallback |
 | int | GetGrenadeAmmo ()))
|
 | string | GetGrenadeWeapon ()))
|
 | int | GetPrimaryAmmo ()))
|
 | string | GetPrimaryWeapon ()))
|
 | RORoleInfo | GetRoleInfo ()))
|
 | int | GetSecondaryAmmo ()))
|
 | string | GetSecondaryWeapon ()))
|
 | | HitTheDirt ())) VehicleAvoid |
 | | ImpactJump ()))
|
 | bool | IsRetreating ())) Fallback |
 | | MayDodgeToMoveTarget ()))
|
 | | MayFall ())) Fallback |
 | | MayFall ())) Roaming |
 | bool | NotifyBump (actor Other)) Fallback |
 | | NotifyIneffectiveAttack (optional Pawn Other))
|
 | | NotifyIneffectiveAttack (optional Pawn Other)) Fallback |
 | | NotifyIneffectiveAttack (optional Pawn Other)) RangedAttack |
 | | Possess (Pawn aPawn))
|
 | | ReceiveProjectileWarning (Projectile proj)) Fallback |
 | vector | Reroute ())) VehicleReroute |
 | bool | RerouteCollisionDetect (out vector dest)) VehicleReroute |
 | | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
|
 | | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype, optional Pawn soundSender, optional vector senderLocation))
|
 | | SetAttractionState ()))
|
 | | SetPawnClass (string inClass, string inCharacter))
|
 | | Timer ())) Fallback |
 | | Timer ())) MoveToGoal |
 | | Timer ())) Roaming |
 | | Timer ())) TacticalVehicleMove |
 | | Timer ())) VehicleAvoid |
 | bool | TryToDuck (vector duckDir, bool bReversed))
|
 | | VehicleFightEnemy (bool bCanCharge, float EnemyStrength))
|
Inherited Functions from UnrealGame.Bot |
AbortScript, AdjustAim, AdjustAimError, AdjustAround, AllowDetourTo, AlternateTranslocDest, AssignSquadResponsibility, AutoTaunt, AvoidCertainDeath, BeginState, BotVoiceMessage, CanAttack, CancelCampFor, CanCombo, CanComboMoving, CanDoubleJump, CanImpactJump, CanStakeOut, CanUseTranslocator, Celebrate, ChangedWeapon, ChangeStrafe, CheckFutureSight, CheckIfShouldCrouch, CheckPathToGoalAround, ChooseAttackMode, ClearPathFor, ClearShot, ClearTemporaryOrders, CompleteAction, DamageAttitudeTo, DefendMelee, DelayedWarning, Desireability, Destroyed, DirectedWander, DisplayDebug, DoCharge, DontReuseTaunt, DoRangedAttackOn, DoRetreat, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindDestination, FindInventoryGoal, FindNewStakeOutDir, FindNextJumpTarget, FindNextMoveTarget, FindRoamDest, FindSuperPickup, FindViewSpot, FireWeaponAt, ForceCelebrate, ForceGiveWeapon, Formation, FreeScript, GetDesiredOffset, GetEnemyName, GetMessageIndex, GetMyPlayer, GetOldEnemyName, GetOrderObject, GetOrders, GetOutOfVehicle, HasSuperWeapon, HearNoise, ImpactJump, InitializeSkill, InitPlayerReplicationInfo, IsHunting, IsRetreating, IsShootingObjective, IsSniping, IsStrafing, LeaveScripting, LoseEnemy, LostContact, MayDodgeToMoveTarget, MayFall, MayShootAtEnemy, MissedDodge, MonitoredPawnAlert, NearWall, NeedToTurn, NeedWeapon, NotifyAddInventory, NotifyBump, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyTakeHit, PawnIsInPain, PickDestination, PickRetreatDestination, Possess, PostBeginPlay, PriorityObjective, ProficientWithWeapon, RateWeapon, ReceiveProjectileWarning, ReceiveWarning, RecoverFromBadStateCode, RelativeStrength, Reset, ResetSkill, Restart, ScriptingOverridesAI, SeePlayer, SendMessage, SetAlertness, SetAttractionState, SetCombatTimer, SetEnemyInfo, SetEnemyReaction, SetFall, SetFocus, SetLowGrav, SetMaxDesiredSpeed, SetMoveTarget, SetNewScript, SetOrders, SetPeripheralVision, SetRouteToGoal, SetTemporaryOrders, SetupSpecialPathAbilities, ShouldFireAgain, ShouldKeepShielding, ShouldPerformScript, ShouldStrafeTo, SoakStop, Startle, StartMoveToward, StopFiring, Stopped, StrafeFromDamage, SuperDesireability, SuperPickupNotSpokenFor, SwitchToBestWeapon, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryCombo, TryStrafe, TryToDuck, TryWallDodge, UnPossess, UpdatePawnViewPitch, VehicleFightEnemy, WaitForMover, WanderOrCamp, WasKilledBy, WeaponFireAgain, WeaponPreference, WhatToDoNext, YellAt |
const attackID = 0;
const defendID = 1;
var float CachedMoveTimer;
var int CurrentRole;
var int DesiredRole;
var float FarMult;
var int GrenadeWeapon;
var
actor LastDodgeActor;
var float LastDodgeTime;
LastFriendlyFireYellTime Source code
var float LastFriendlyFireYellTime;
var float NearMult;
var int PrimaryWeapon;
var float RepeatDodgeFrequency;
var int SecondaryWeapon;
function bool AutoTaunt ( ) )
function AvoidThisVehicle (
ROVehicle Feared) )
AvoidThisVehicle VehicleAvoid Source code
function AvoidThisVehicle (
ROVehicle Feared) )
BackItUp VehicleReroute Source code
function
vector BackItUp ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState RangedAttack Source code
function BeginState ( ) )
function BeginState ( ) )
BeginState TacticalMove Source code
function BeginState ( ) )
BeginState VehicleAvoid Source code
function BeginState ( ) )
BeginState WaitForCrew Source code
function BeginState ( ) )
function BotVoiceMessage (
name messagetype,
byte MessageID,
Controller Sender) )
function bool CanCombo ( ) )
function bool CanComboMoving ( ) )
function bool CanImpactJump ( ) )
function bool CanUseTranslocator ( ) )
function ChangeCharacter ( string newCharacter, optional string inClass) )
CheckPathToGoalAround MoveToGoal Source code
function
bool CheckPathToGoalAround (
Pawn P) )
function CheckVehicleRoute ( ) )
simulated event Destroyed ( ) )
function EndState ( ) )
function EndState ( ) )
function EnemyChanged ( bool bNewEnemyVisible) )
EnemyNotVisible Fallback Source code
function EnemyNotVisible ( ) )
EnemyNotVisible TacticalVehicleMove Source code
function EnemyNotVisible ( ) )
FindDestination TacticalVehicleMove Source code
function FindDestination ( ) )
function
bool FireWeaponAt (
Actor A) )
function int GetGrenadeAmmo ( ) )
function string GetGrenadeWeapon ( ) )
function int GetPrimaryAmmo ( ) )
function string GetPrimaryWeapon ( ) )
function int GetSecondaryAmmo ( ) )
function string GetSecondaryWeapon ( ) )
HitTheDirt VehicleAvoid Source code
function HitTheDirt ( ) )
function ImpactJump ( ) )
function bool IsRetreating ( ) )
event MayDodgeToMoveTarget ( ) )
function MayFall ( ) )
function MayFall ( ) )
event
bool NotifyBump (
actor Other) )
NotifyIneffectiveAttack Source code
function NotifyIneffectiveAttack ( optional
Pawn Other) )
NotifyIneffectiveAttack Fallback Source code
function NotifyIneffectiveAttack ( optional
Pawn Other) )
NotifyIneffectiveAttack RangedAttack Source code
function NotifyIneffectiveAttack ( optional
Pawn Other) )
function Possess (
Pawn aPawn) )
ReceiveProjectileWarning Fallback Source code
function ReceiveProjectileWarning (
Projectile proj) )
Reroute VehicleReroute Source code
RerouteCollisionDetect VehicleReroute Source code
function
bool RerouteCollisionDetect ( out
vector dest) )
function SendMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait,
name BroadcastType) )
function SetAttractionState ( ) )
function SetPawnClass ( string inClass, string inCharacter) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
Timer TacticalVehicleMove Source code
function Timer ( ) )
event Timer ( ) )
function
bool TryToDuck (
vector duckDir,
bool bReversed) )
function VehicleFightEnemy ( bool bCanCharge, float EnemyStrength) )
defaultproperties
{
DesiredRole=-1
CurrentRole=-1
PrimaryWeapon=-1
SecondaryWeapon=-1
GrenadeWeapon=-1
NearMult=1.500000
FarMult=3.000000
RepeatDodgeFrequency=3.000000
OrderNames(0)="Attack"
OrderNames(1)="Defend"
OrderNames(2)="HOLD"
OrderNames(5)="Defend"
OrderNames(6)="Attack"
OrderNames(7)="HOLD"
PlayerReplicationInfoClass=Class'ROEngine.ROPlayerReplicationInfo'
PawnClass=Class'ROEngine.ROPawn'
}
|
Creation time: Fri 13-10-2023 03:18:51.245 - Created with
UnCodeX