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USARBotAPI.RemoteBot

Extends
Bot
Modifiers
config ( USARBotAPI )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- Gameplay.ScriptedController
            |   
            +-- UnrealGame.Bot
               |   
               +-- USARBotAPI.RemoteBot

Direct Known Subclasses:

USARRemoteBot

Constants Summary
Inherited Contants from UnrealGame.Bot
AngleConvert, ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
stringae
stringas
boolbDebug
DeadReckoningbotDR
boolbSilentGamebot
floatdeltatime
actorHitActor
vectorHitLocation
vectorHitNormal
stringib
boolisDR
floatlastBumpTime
floatlastWallHitTime
BotConnectionmyConnection
vectormyDestination
vectormyFocus
rotatormyRotation
rotatormyRotationRate
vectormyTarget
ActorRemoteDestination
ActorRemoteEnemy
ActorRemoteFocus
floatremoteVisionLimit
DRMovementstart
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, LastKillerPosition, LastKnownPosition, LastRespawnTime, LastSearchTime, LastSearchWeight, LastTaunt, LastUnderFire, LoseEnemyCheckTime, 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
Inherited Variables from Gameplay.ScriptedController
ActionNum, AnimsRemaining, bBroken, bChangingPawns, bFakeShot, bFineWeaponControl, bPendingDoubleJump, bPendingShoot, bShootSpray, bShootTarget, bUseScriptFacing, CurrentAction, CurrentAnimation, FiringMode, IterationCounter, IterationSectionStart, MyPlayerController, NumShots, PendingController, ScriptedFocus, SequenceScript

Enumerations Summary
Inherited Enumerations from UnrealGame.Bot
EScriptFollow

Structures Summary
DRMovement
DR_T, DR_P, DR_V, DR_A, DR_RP, DR_RV, DR_RA, PreK, bLFilter, bRFilter

Functions Summary
functionbool AddInventory (inventory NewItem)
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
functionvector AdjustToss (float projSpeed, vector projStart, vector End, bool bNormalize)
event AlterDestination ()
event BaseChange ()
event BaseChange ()
FallingState
function BeginState ()
Dead
function BeginState ()
Dying
function BeginState ()
FallingState
function BeginState ()
GameEnded
function BeginState ()
MoveToGoal
function BeginState ()
StartUp
function BeginState ()
VictoryDance
function BigJump (Actor JumpDest)
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)
functionbool CanImpactJump ()
function ChangedWeapon ()
function ChangeWeapon ()
functionbool CheckFutureSight (float deltatime)
function checkSelf ()
function checkVision ()
function ClientDying (class<DamageType> DamageType, vector HitLocation)
GameEnded
event ClientMessage (coerce string S, optional name Type, optional bool bBeep)
functionbool CloseToPointMan (Pawn Other)
function Destroyed ()
function EndState ()
FallingState
function EnemyAcquired ()
function EnemyAcquired ()
FallingState
function EnemyAcquired ()
VictoryDance
function EnemyNotVisible ()
FallingState
function FearThisSpot (AvoidMarker aSpot)
functionbool FindAmbushSpot ()
function FireWeapon ()
functionfloat GetSpeed ()
function HaltFiring ()
function HearNoise (float Loudness, Actor NoiseMaker)
function HearPickup (Pawn Other)
function HurtOther (int Damage, name DamageType, pawn injured)
function ImpactJump ()
functionbool inFront (Vector A)
function Killed (pawn Killer, pawn Other, name damageType)
function Killed (pawn Killer, pawn Other, name damageType)
GameEnded
function Landed (vector HitNormal)
FallingState
function Landed (vector HitNormal)
StartUp
function LongFall ()
function LongFall ()
GameEnded
functionstring MakeItem (string first, string second)
function MaybeTaunt (Pawn Other)
event MayFall ()
eventbool NotifyBump (Actor Other)
eventbool NotifyHitWall (vector HitNormal, actor HitActor)
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
function PainTimer ()
function PawnDied (Pawn P)
function RemoteFireWeapon (bool bUseAltMode)
function RemoteJump ()
function ReStartPlayer ()
Dying
function SeePlayer (Pawn SeenPlayer)
function SeePlayer (Pawn SeenPlayer)
FallingState
function SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
function SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)
function ServerChangedWeapon (Weapon OldWeapon, Weapon NewWeapon)
function SetFall ()
function SetFall ()
FallingState
function SetFall ()
GameEnded
function SetOrders (name NewOrders, Controller OrderGiver)
function SpecialFire ()
GameEnded
function StartMatch ()
function StopFiring ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
FallingState
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
StartUp
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
VictoryDance
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep)
function Tick (float DeltaTime)
StartUp
function Timer ()
FallingState
function Timer ()
TakeHit
event Touch (Actor Other)
function TranslocateToTarget (Actor Destn)
function Trigger (actor Other, pawn EventInstigator)
functionbool TryToDuck (vector duckDir, bool bReversed)
functionbool TryToDuck (vector duckDir, bool bReversed)
GameEnded
function UnderLift (Mover M)
function WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
function YellAt (Pawn Moron)
function ZoneChange (ZoneInfo newZone)
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
Inherited Functions from Gameplay.ScriptedController
AbortScript, AdjustAim, AnimEnd, CheckIfNearPlayer, ClearAnimation, ClearScript, CompleteAction, DestroyPawn, DisplayDebug, EndState, GetInstigator, GetMyPlayer, GetSoundSource, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, NotifyJumpApex, SetDoubleJump, SetEnemyReaction, SetFireYaw, SetMoveTarget, SetNewScript, TakeControlOf, Tick, Timer, Trigger, UnPossess, WeaponFireAgain

States Summary
Dead Source code
state Dead
BeginState
Dying Source code
state Dying
BeginState, ReStartPlayer
FallingState Source code
state FallingState
BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetFall, TakeDamage, Timer
GameEnded Source code
state GameEnded
BeginState, ClientDying, Killed, LongFall, SetFall, SpecialFire, TryToDuck
MoveToGoal Source code
state MoveToGoal
BeginState
StartUp Source code
auto state StartUp
BeginState, Landed, TakeDamage, Tick
TakeHit Source code
state TakeHit
Timer
VictoryDance Source code
state VictoryDance
BeginState, EnemyAcquired, TakeDamage


Variables Detail

ae Source code

var string ae;

as Source code

var string as;

bDebug Source code

var config bool bDebug;

botDR Source code

var DeadReckoning botDR;

bSilentGamebot Source code

var config bool bSilentGamebot;

deltatime Source code

var config float deltatime;

HitActor Source code

var actor HitActor;

HitLocation Source code

var vector HitLocation;

HitNormal Source code

var vector HitNormal;

ib Source code

var string ib;

isDR Source code

var bool isDR;

lastBumpTime Source code

var float lastBumpTime;

lastWallHitTime Source code

var float lastWallHitTime;

myConnection Source code

var BotConnection myConnection;

myDestination Source code

var vector myDestination;

myFocus Source code

var vector myFocus;

myRotation Source code

var rotator myRotation;

myRotationRate Source code

var rotator myRotationRate;

myTarget Source code

var vector myTarget;

RemoteDestination Source code

var Actor RemoteDestination;

RemoteEnemy Source code

var Actor RemoteEnemy;

RemoteFocus Source code

var Actor RemoteFocus;

remoteVisionLimit Source code

var config float remoteVisionLimit;

start Source code

var DRMovement start;


Structures Detail

DRMovement Source code

struct DRMovement
{
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

AddInventory Source code

function bool AddInventory ( inventory NewItem )

AdjustAim Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror )

AdjustToss Source code

function vector AdjustToss ( float projSpeed, vector projStart, vector End, bool bNormalize )

AlterDestination Source code

event AlterDestination ( )

BaseChange Source code

singular event BaseChange ( )

BaseChange FallingState Source code

singular event BaseChange ( )

BeginState Dead Source code

function BeginState ( )

BeginState Dying Source code

function BeginState ( )

BeginState FallingState Source code

function BeginState ( )

BeginState GameEnded Source code

function BeginState ( )

BeginState MoveToGoal Source code

function BeginState ( )

BeginState StartUp Source code

function BeginState ( )

BeginState VictoryDance Source code

function BeginState ( )

BigJump Source code

function BigJump ( Actor JumpDest )

BotVoiceMessage Source code

function BotVoiceMessage ( name messagetype, byte MessageID, Controller Sender )

CanImpactJump Source code

function bool CanImpactJump ( )

ChangedWeapon Source code

function ChangedWeapon ( )

ChangeWeapon Source code

function ChangeWeapon ( )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime )

checkSelf Source code

function checkSelf ( )

checkVision Source code

function checkVision ( )

ClientDying GameEnded Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation )

ClientMessage Source code

event ClientMessage ( coerce string S, optional name Type, optional bool bBeep )

CloseToPointMan Source code

function bool CloseToPointMan ( Pawn Other )

Destroyed Source code

function Destroyed ( )

EndState FallingState Source code

function EndState ( )

EnemyAcquired Source code

function EnemyAcquired ( )

EnemyAcquired FallingState Source code

function EnemyAcquired ( )

EnemyAcquired VictoryDance Source code

function EnemyAcquired ( )

EnemyNotVisible FallingState Source code

function EnemyNotVisible ( )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot )

FindAmbushSpot Source code

function bool FindAmbushSpot ( )

FireWeapon Source code

function FireWeapon ( )

GetSpeed Source code

function float GetSpeed ( )

HaltFiring Source code

function HaltFiring ( )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

HearPickup Source code

function HearPickup ( Pawn Other )

HurtOther Source code

function HurtOther ( int Damage, name DamageType, pawn injured )

ImpactJump Source code

function ImpactJump ( )

inFront Source code

function bool inFront ( Vector A )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType )

Killed GameEnded Source code

function Killed ( pawn Killer, pawn Other, name damageType )

Landed FallingState Source code

function Landed ( vector HitNormal )

Landed StartUp Source code

function Landed ( vector HitNormal )

LongFall Source code

function LongFall ( )

LongFall GameEnded Source code

function LongFall ( )

MakeItem Source code

function string MakeItem ( string first, string second )

MaybeTaunt Source code

function MaybeTaunt ( Pawn Other )

MayFall Source code

event MayFall ( )

NotifyBump Source code

event bool NotifyBump ( Actor Other )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor HitActor )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

PainTimer Source code

function PainTimer ( )

PawnDied Source code

function PawnDied ( Pawn P )

RemoteFireWeapon Source code

function RemoteFireWeapon ( bool bUseAltMode )

RemoteJump Source code

function RemoteJump ( )

ReStartPlayer Dying Source code

function ReStartPlayer ( )

SeePlayer Source code

function SeePlayer ( Pawn SeenPlayer )

SeePlayer FallingState Source code

function SeePlayer ( Pawn SeenPlayer )

SendGlobalMessage Source code

function SendGlobalMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait )

SendTeamMessage Source code

function SendTeamMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait )

ServerChangedWeapon Source code

function ServerChangedWeapon ( Weapon OldWeapon, Weapon NewWeapon )

SetFall Source code

function SetFall ( )

SetFall FallingState Source code

function SetFall ( )

SetFall GameEnded Source code

function SetFall ( )

SetOrders Source code

function SetOrders ( name NewOrders, Controller OrderGiver )

SpecialFire GameEnded Source code

function SpecialFire ( )

StartMatch Source code

function StartMatch ( )

StopFiring Source code

function StopFiring ( )

TakeDamage FallingState Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDamage StartUp Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDamage VictoryDance Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TeamMessage Source code

event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep )

Tick StartUp Source code

function Tick ( float DeltaTime )

Timer FallingState Source code

function Timer ( )

Timer TakeHit Source code

function Timer ( )

Touch Source code

event Touch ( Actor Other )

TranslocateToTarget Source code

function TranslocateToTarget ( Actor Destn )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

TryToDuck Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

TryToDuck GameEnded Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

UnderLift Source code

function UnderLift ( Mover M )

WarnTarget Source code

function WarnTarget ( Pawn shooter, float projSpeed, vector FireDir )

YellAt Source code

function YellAt ( Pawn Moron )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )


Defaultproperties

defaultproperties
{
     bDebug=True
     remoteVisionLimit=0.707000
     DeltaTime=0.100000
}

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Creation time: Mo 16.4.2007 11:20:29.156 - Created with UnCodeX