| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.AIController
|
+-- Gameplay.ScriptedController
|
+-- UnrealGame.Bot
|
+-- USARBotAPI.RemoteBot
USARRemoteBot
| Constants Summary |
|---|
| Inherited Contants from UnrealGame.Bot |
|---|
| AngleConvert, ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE |
| Variables Summary | |
|---|---|
| string | ae |
| string | as |
| bool | bDebug |
| DeadReckoning | botDR |
| bool | bSilentGamebot |
| float | deltatime |
| actor | HitActor |
| vector | HitLocation |
| vector | HitNormal |
| string | ib |
| bool | isDR |
| float | lastBumpTime |
| float | lastWallHitTime |
| BotConnection | myConnection |
| vector | myDestination |
| vector | myFocus |
| rotator | myRotation |
| rotator | myRotationRate |
| vector | myTarget |
| Actor | RemoteDestination |
| Actor | RemoteEnemy |
| Actor | RemoteFocus |
| float | remoteVisionLimit |
| DRMovement | start |
| 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 | ||
|---|---|---|
![]() | bool | AddInventory (inventory NewItem) |
![]() | 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 | |
![]() | FearThisSpot (AvoidMarker aSpot) | |
![]() | bool | FindAmbushSpot () |
![]() | FireWeapon () | |
![]() | float | GetSpeed () |
![]() | HaltFiring () | |
![]() | HearNoise (float Loudness, Actor NoiseMaker) | |
![]() | HearPickup (Pawn Other) | |
![]() | 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 | 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) | |
![]() | ZoneChange (ZoneInfo newZone) | |
| 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 |
|---|
| Structures Detail |
|---|
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
AdjustAim Source code
AdjustToss Source code
AlterDestination Source code
BaseChange Source code
BaseChange FallingState Source code
BeginState Dead Source code
BeginState Dying Source code
BeginState FallingState Source code
BeginState GameEnded Source code
BeginState MoveToGoal Source code
BeginState StartUp Source code
BeginState VictoryDance Source code
BigJump Source code
BotVoiceMessage Source code
CanImpactJump Source code
ChangedWeapon Source code
ChangeWeapon Source code
CheckFutureSight Source code
checkSelf Source code
checkVision Source code
ClientDying GameEnded Source code
ClientMessage Source code
CloseToPointMan Source code
Destroyed Source code
EndState FallingState Source code
EnemyAcquired Source code
EnemyAcquired FallingState Source code
EnemyAcquired VictoryDance Source code
EnemyNotVisible FallingState Source code
FearThisSpot Source code
FindAmbushSpot Source code
FireWeapon Source code
GetSpeed Source code
HaltFiring Source code
HearNoise Source code
HearPickup Source code
HurtOther Source code
ImpactJump Source code
inFront Source code
Killed Source code
Killed GameEnded Source code
Landed FallingState Source code
Landed StartUp Source code
LongFall Source code
LongFall GameEnded Source code
MakeItem Source code
MaybeTaunt Source code
MayFall Source code
NotifyBump Source code
NotifyHitWall Source code
NotifyTakeHit Source code
PainTimer Source code
PawnDied Source code
RemoteFireWeapon Source code
RemoteJump Source code
ReStartPlayer Dying Source code
SeePlayer Source code
SeePlayer FallingState Source code
SendGlobalMessage Source code
SendTeamMessage Source code
ServerChangedWeapon Source code
SetFall Source code
SetFall FallingState Source code
SetFall GameEnded Source code
SetOrders Source code
SpecialFire GameEnded Source code
StartMatch Source code
StopFiring Source code
TakeDamage FallingState Source code
TakeDamage StartUp Source code
TakeDamage VictoryDance Source code
TeamMessage Source code
Tick StartUp Source code
Timer FallingState Source code
Timer TakeHit Source code
Touch Source code
TranslocateToTarget Source code
Trigger Source code
TryToDuck Source code
TryToDuck GameEnded Source code
UnderLift Source code
WarnTarget Source code
YellAt Source code
ZoneChange Source code| Defaultproperties |
|---|
defaultproperties { bDebug=True remoteVisionLimit=0.707000 DeltaTime=0.100000 } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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