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Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.AIController | +-- Gameplay.ScriptedController | +-- UnrealGame.Bot | +-- USARBot.ViewBot
Constants Summary |
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Inherited Contants from UnrealGame.Bot |
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AngleConvert, ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE |
Variables Summary | |
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string | ae |
string | as |
bool | bDebug |
DeadReckoning | botDR |
float | deltatime |
actor | HitActor |
vector | HitLocation |
vector | HitNormal |
string | ib |
bool | isDR |
float | lastBumpTime |
float | lastWallHitTime |
vector | myDestination |
vector | myFocus |
rotator | myRotation |
rotator | myRotationRate |
vector | myTarget |
Actor | RemoteDestination |
Actor | RemoteEnemy |
Actor | RemoteFocus |
float | remoteVisionLimit |
DRMovement | start |
Enumerations Summary |
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Inherited Enumerations from UnrealGame.Bot |
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EScriptFollow |
Structures Summary | ||
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DRMovement DR_T, DR_P, DR_V, DR_A, DR_RP, DR_RV, DR_RA, PreK, bLFilter, bRFilter |
Functions Summary | ||
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rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror) | |
vector | AdjustToss (float projSpeed, vector projStart, vector End, bool bNormalize) | |
AlterDestination () | ||
BaseChange () | ||
BaseChange () FallingState | ||
BeginState () Dead | ||
BeginState () Dying | ||
BeginState () FallingState | ||
BeginState () GameEnded | ||
BeginState () MoveToGoal | ||
BeginState () StartUp | ||
BeginState () VictoryDance | ||
BigJump (Actor JumpDest) | ||
BotVoiceMessage (name messagetype, byte MessageID, Controller Sender) | ||
bool | CanImpactJump () | |
ChangedWeapon () | ||
ChangeWeapon () | ||
bool | CheckFutureSight (float deltatime) | |
checkSelf () | ||
checkVision () | ||
ClientDying (class<DamageType> DamageType, vector HitLocation) GameEnded | ||
ClientMessage (coerce string S, optional name Type, optional bool bBeep) | ||
bool | CloseToPointMan (Pawn Other) | |
Destroyed () | ||
EndState () FallingState | ||
EnemyAcquired () | ||
EnemyAcquired () FallingState | ||
EnemyAcquired () VictoryDance | ||
EnemyNotVisible () FallingState | ||
ExecuteWhatToDoNext () | ||
FearThisSpot (AvoidMarker aSpot) | ||
bool | FindAmbushSpot () | |
FireWeapon () | ||
float | GetSpeed () | |
HaltFiring () | ||
HearNoise (float Loudness, Actor NoiseMaker) | ||
HearPickup (Pawn Other) | ||
int | HurtOther (int Damage, name DamageType, pawn injured) | |
ImpactJump () | ||
bool | inFront (Vector A) | |
Killed (pawn Killer, pawn Other, name damageType) | ||
Killed (pawn Killer, pawn Other, name damageType) GameEnded | ||
Landed (vector HitNormal) FallingState | ||
Landed (vector HitNormal) StartUp | ||
LongFall () | ||
LongFall () GameEnded | ||
string | MakeItem (string first, string second) | |
MaybeTaunt (Pawn Other) | ||
MayFall () | ||
bool | NeedWeapon () | |
bool | NotifyBump (Actor Other) | |
bool | NotifyHitWall (vector HitNormal, actor HitActor) | |
NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) | ||
PainTimer () | ||
PawnDied (Pawn P) | ||
RemoteFireWeapon (bool bUseAltMode) | ||
RemoteJump () | ||
ReStartPlayer () Dying | ||
SeePlayer (Pawn SeenPlayer) | ||
SeePlayer (Pawn SeenPlayer) FallingState | ||
SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) | ||
SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) | ||
ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon) | ||
SetFall () | ||
SetFall () FallingState | ||
SetFall () GameEnded | ||
SetOrders (name NewOrders, Controller OrderGiver) | ||
SpecialFire () GameEnded | ||
StartMatch () | ||
StopFiring () | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) FallingState | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) StartUp | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) VictoryDance | ||
TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep) | ||
Tick (float DeltaTime) StartUp | ||
Timer () FallingState | ||
Timer () TakeHit | ||
Touch (Actor Other) | ||
TranslocateToTarget (Actor Destn) | ||
Trigger (actor Other, pawn EventInstigator) | ||
bool | TryToDuck (vector duckDir, bool bReversed) | |
bool | TryToDuck (vector duckDir, bool bReversed) GameEnded | |
UnderLift (Mover M) | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) | ||
YellAt (Pawn Moron) |
States Summary |
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Dead Source code |
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state Dead |
BeginState |
Dying Source code |
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state Dying |
BeginState, ReStartPlayer |
FallingState Source code |
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state FallingState |
BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetFall, TakeDamage, Timer |
GameEnded Source code |
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state GameEnded |
BeginState, ClientDying, Killed, LongFall, SetFall, SpecialFire, TryToDuck |
MoveToGoal Source code |
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state MoveToGoal |
BeginState |
StartUp Source code |
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auto state StartUp |
BeginState, Landed, TakeDamage, Tick |
TakeHit Source code |
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state TakeHit |
Timer |
VictoryDance Source code |
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state VictoryDance |
BeginState, EnemyAcquired, TakeDamage |
Variables Detail |
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Structures Detail |
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var bool bLFilter;};
var bool bRFilter;
var vector DR_A;
var vector DR_P;
var rotator DR_RA;
var rotator DR_RP;
var rotator DR_RV;
var float DR_T;
var vector DR_V;
var int PreK;
Functions Detail |
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Defaultproperties |
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defaultproperties { bDebug=False bHidden=True DrawScale=0.0 remoteVisionLimit=0.707000 DeltaTime=0.100000 } |
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