Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealShare.Bots
HumanBot, SkaarjPlayerBot
Enumerations Summary |
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Inherited Enumerations from Engine.Pawn |
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EAttitude, EIntelligence |
Inherited Enumerations from Engine.Actor |
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EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Structures Summary |
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Inherited Structures from Engine.Actor |
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PointRegion |
Functions Summary | ||
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rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) | |
rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) StakeOut | |
float | AdjustDesireFor (Inventory Inv) | |
bool | AdjustHitLocation (out vector HitLocation, vector TraceDir) | |
adjustJump () FallingState | ||
AdjustSkill (bool bWinner) | ||
rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget) | |
AnimEnd () Charging | ||
AnimEnd () Fallback | ||
AnimEnd () FindAir | ||
AnimEnd () Hunting | ||
AnimEnd () RangedAttack | ||
AnimEnd () Retreating | ||
AnimEnd () Roaming | ||
AnimEnd () TacticalMove | ||
AnimEnd () Wandering | ||
float | AssessThreat (Pawn NewThreat) | |
eAttitude | AttitudeTo (Pawn Other) | |
BaseChange () | ||
BaseChange () FallingState | ||
BecomeViewTarget () | ||
BeginState () Acquisition | ||
BeginState () Attacking | ||
BeginState () Charging | ||
BeginState () Dying | ||
BeginState () Fallback | ||
BeginState () FallingState | ||
BeginState () Hunting | ||
BeginState () RangedAttack | ||
BeginState () Retreating | ||
BeginState () Roaming | ||
BeginState () StakeOut | ||
BeginState () StartUp | ||
BeginState () TacticalMove | ||
BeginState () TakeHit | ||
BeginState () VictoryDance | ||
BeginState () Wandering | ||
Bump (actor Other) | ||
Bump (actor Other) Fallback | ||
Bump (actor Other) Hunting | ||
Bump (actor Other) Retreating | ||
Bump (actor Other) Roaming | ||
CallForHelp () | ||
bool | CanFireAtEnemy () | |
bool | CanStakeOut () | |
ChangeDestination () Retreating | ||
ChangedWeapon () | ||
bool | CheckFutureSight (float deltatime) | |
ChooseAttackMode () Attacking | ||
EndState () Charging | ||
EndState () Dying | ||
EndState () FallingState | ||
EndState () Hunting | ||
EndState () RangedAttack | ||
EndState () Roaming | ||
EndState () StakeOut | ||
EndState () TacticalMove | ||
EndState () Wandering | ||
EnemyAcquired () | ||
EnemyAcquired () FallingState | ||
EnemyAcquired () Roaming | ||
EnemyAcquired () VictoryDance | ||
EnemyAcquired () Wandering | ||
EnemyNotVisible () Attacking | ||
EnemyNotVisible () Charging | ||
EnemyNotVisible () Fallback | ||
EnemyNotVisible () FallingState | ||
EnemyNotVisible () FindAir | ||
EnemyNotVisible () RangedAttack | ||
EnemyNotVisible () TacticalMove | ||
Falling () | ||
FearThisSpot (Actor aSpot) | ||
FearThisSpot (Actor aSpot) Charging | ||
FearThisSpot (Actor aSpot) Hunting | ||
FearThisSpot (Actor aSpot) Roaming | ||
FearThisSpot (Actor aSpot) TacticalMove | ||
FearThisSpot (Actor aSpot) Wandering | ||
bool | FindAmbushSpot () Roaming | |
bool | FindBestPathToward (actor desired) | |
bool | FindViewSpot () Hunting | |
FireWeapon () | ||
Gasp () | ||
bool | Gibbed (name damageType) | |
GiveUpTactical (bool bNoCharge) TacticalMove | ||
HaltFiring () | ||
HandleHelpMessageFrom (Pawn Other) Roaming | ||
HeadZoneChange (ZoneInfo newHeadZone) FindAir | ||
HearNoise (float Loudness, Actor NoiseMaker) | ||
HearNoise (float Loudness, Actor NoiseMaker) Acquisition | ||
HearNoise (float Loudness, Actor NoiseMaker) Fallback | ||
HearNoise (float Loudness, Actor NoiseMaker) Hunting | ||
HearNoise (float Loudness, Actor NoiseMaker) Retreating | ||
HearNoise (float Loudness, Actor NoiseMaker) StakeOut | ||
HitWall (vector HitNormal, actor Wall) Charging | ||
HitWall (vector HitNormal, actor Wall) Fallback | ||
HitWall (vector HitNormal, actor Wall) FindAir | ||
HitWall (vector HitNormal, actor Wall) Hunting | ||
HitWall (vector HitNormal, actor Wall) Retreating | ||
HitWall (vector HitNormal, actor Wall) Roaming | ||
HitWall (vector HitNormal, actor Wall) TacticalMove | ||
HitWall (vector HitNormal, actor Wall) Wandering | ||
JumpOffPawn () | ||
JumpOutOfWater (vector jumpDir) | ||
KeepAttacking () RangedAttack | ||
Killed (pawn Killer, pawn Other, name damageType) | ||
string | KillMessage (name damageType, pawn Other) | |
Landed (vector HitNormal) FallingState | ||
Landed (vector HitNormal) TakeHit | ||
LongFall () | ||
MayFall () Charging | ||
MayFall () Hunting | ||
bool | NearWall (float walldist) | |
bool | NeedToTurn (vector targ) | |
PainTimer () | ||
PainTimer () TacticalMove | ||
PickDestination () Fallback | ||
PickDestination (bool bNoCharge) FindAir | ||
PickDestination () Hunting | ||
PickDestination () Retreating | ||
PickDestination () Roaming | ||
PickDestination (bool bNoCharge) TacticalMove | ||
PickDestination () Wandering | ||
PickNextSpot () Retreating | ||
PickRegDestination (bool bNoCharge) TacticalMove | ||
PlayChallenge () | ||
PlayCombatMove () | ||
PlayDeathHit (float Damage, vector HitLocation, name damageType) | ||
PlayDodge (bool bDuckLeft) | ||
PlayDyingSound () | ||
PlayFiring () | ||
PlayFootStep () | ||
PlayGutHit (float tweentime) | ||
PlayHeadHit (float tweentime) | ||
PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ) | ||
PlayHitAnim (vector HitLocation, float Damage) | ||
PlayHitAnim (vector HitLocation, float Damage) TakeHit | ||
PlayLeftHit (float tweentime) | ||
PlayMeleeAttack () | ||
PlayMovingAttack () | ||
PlayOutOfWater () | ||
PlayRangedAttack () | ||
PlayRightHit (float tweentime) | ||
PlayTakeHitSound (int damage, name damageType, int Mult) | ||
PreBeginPlay () | ||
PreSetMovement () | ||
ReachedHome () Retreating | ||
float | RelativeStrength (Pawn Other) | |
ReSetSkill () | ||
ReStartPlayer () Dying | ||
SeePlayer (Actor SeenPlayer) | ||
SeePlayer (Actor SeenPlayer) Acquisition | ||
SeePlayer (Actor SeenPlayer) Fallback | ||
SeePlayer (Actor SeenPlayer) FallingState | ||
SeePlayer (Actor SeenPlayer) Retreating | ||
SetAlertness (float NewAlertness) | ||
bool | SetEnemy (Pawn NewEnemy) | |
bool | SetEnemy (Pawn NewEnemy) FallingState | |
bool | SetEnemy (Pawn NewEnemy) Hunting | |
bool | SetEnemy (Pawn NewEnemy) StakeOut | |
SetFall () | ||
SetFall () Charging | ||
SetFall () Fallback | ||
SetFall () FallingState | ||
SetFall () Hunting | ||
SetFall () Retreating | ||
SetFall () Roaming | ||
SetFall () StakeOut | ||
SetFall () TacticalMove | ||
SetFall () Wandering | ||
SetMovementPhysics () | ||
SetMultiSkin (Actor SkinActor, string SkinName, string FaceName, byte TeamNum) | ||
ShareWithTeam () Roaming | ||
Carcass | SpawnCarcass () | |
SpawnGibbedCarcass () | ||
SpecialFire () | ||
SpecialFire () RangedAttack | ||
StopWaiting () RangedAttack | ||
float | StrafeAdjust () | |
bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest) | |
bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest) Charging | |
bool | SwitchToBestWeapon () | |
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Acquisition | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Charging | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Dying | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Fallback | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) FallingState | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) FindAir | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Hunting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) RangedAttack | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Retreating | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Roaming | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) StakeOut | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) TacticalMove | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) TakeHit | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) VictoryDance | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Wandering | ||
bool | TestDirection (vector dir, out vector pick) Wandering | |
Timer () Attacking | ||
Timer () Charging | ||
Timer () Fallback | ||
Timer () FallingState | ||
Timer () FindAir | ||
Timer () Hunting | ||
Timer () RangedAttack | ||
Timer () Retreating | ||
Timer () Roaming | ||
Timer () StakeOut | ||
Timer () TacticalMove | ||
Timer () TakeHit | ||
Timer () Wandering | ||
Trigger (actor Other, pawn EventInstigator) | ||
bool | TryStrafe (vector sideDir) Charging | |
bool | TryToCrouch () | |
TryToDuck (vector duckDir, bool bReversed) | ||
TryToDuck (vector duckDir, bool bReversed) Charging | ||
bool | TryToward (inventory Inv, float Weight) TacticalMove | |
UpdateEyeHeight (float DeltaTime) | ||
bool | ValidRecovery () TacticalMove | |
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) Acquisition | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) Retreating | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir) TacticalMove | ||
WhatToDoNext (name LikelyState, name LikelyLabel) | ||
ZoneChange (ZoneInfo newZone) | ||
ZoneChange (ZoneInfo newZone) FallingState |
States Summary |
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Acquisition Source code |
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state Acquisition |
BeginState, HearNoise, SeePlayer, TakeDamage, WarnTarget |
Attacking Source code |
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state Attacking |
BeginState, ChooseAttackMode, EnemyNotVisible, Timer |
Charging Source code |
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state Charging |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer, TryStrafe, TryToDuck |
Dying Source code |
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state Dying |
BeginState, EndState, ReStartPlayer, TakeDamage |
Fallback Source code |
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state Fallback |
AnimEnd, BeginState, Bump, EnemyNotVisible, HearNoise, HitWall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer |
FallingState Source code |
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state FallingState |
adjustJump, BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
FindAir Source code |
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state FindAir |
AnimEnd, EnemyNotVisible, HeadZoneChange, HitWall, PickDestination, TakeDamage, Timer |
GameEnded Source code |
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state GameEnded |
Hunting Source code |
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state Hunting |
AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
RangedAttack Source code |
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state RangedAttack |
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, SpecialFire, StopWaiting, TakeDamage, Timer |
Retreating Source code |
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state Retreating |
AnimEnd, BeginState, Bump, ChangeDestination, HearNoise, HitWall, PickDestination, PickNextSpot, ReachedHome, SeePlayer, SetFall, TakeDamage, Timer, WarnTarget |
Roaming Source code |
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state Roaming |
AnimEnd, BeginState, Bump, EndState, EnemyAcquired, FearThisSpot, FindAmbushSpot, HandleHelpMessageFrom, HitWall, PickDestination, SetFall, ShareWithTeam, TakeDamage, Timer |
StakeOut Source code |
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state StakeOut |
AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
StartUp Source code |
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auto state StartUp |
BeginState |
TacticalMove Source code |
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state TacticalMove |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget |
TakeHit Source code |
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state TakeHit |
BeginState, Landed, PlayHitAnim, TakeDamage, Timer |
VictoryDance Source code |
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state VictoryDance |
BeginState, EnemyAcquired, TakeDamage |
Wandering Source code |
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state Wandering |
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { CarcassType=Class'UnrealShare.CreatureCarcass' TimeBetweenAttacks=1.000000 Aggressiveness=0.200000 WalkingSpeed=0.400000 RefireRate=0.900000 bLeadTarget=True bWarnTarget=True bIsPlayer=True bCanStrafe=True bAutoActivate=True MeleeRange=50.000000 GroundSpeed=400.000000 AirSpeed=400.000000 AccelRate=2048.000000 SightRadius=3000.000000 HearingThreshold=0.300000 BaseEyeHeight=23.000000 UnderWaterTime=20.000000 Intelligence=BRAINS_HUMAN Land=Sound'UnrealShare.Generic.Land1' WaterStep=Sound'UnrealShare.Generic.LSplash' bStasis=False DrawType=DT_Mesh LightBrightness=70 LightHue=40 LightSaturation=128 LightRadius=6 Buoyancy=100.000000 RotationRate=(Pitch=3072,Yaw=30000,Roll=2048) NetPriority=8.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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