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 } |
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