- Extends
- AIController
- Modifiers
- native
AI Controller that simulates the behavior of a human player
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.AIController
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+-- UDKBase.UDKBot
Direct Known Subclasses:
UTBot
Inherited Variables from Engine.Controller |
AdjustPosition, bAdjusting, bAdvancedTactics, bAltFire, bCanDoSpecial, bFire, bForceStrafe, bGodMode, bIsPlayer, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bOverrideSearchStart, bPreciseDestination, bPreparingMove, bSeeFriendly, bSkipExtraLOSChecks, bSlowerZAcquire, bSoaking, bUsingPathLanes, CurrentPath, CurrentPathDir, DestinationPosition, Enemy, FailedMoveTarget, FailedReachLocation, FailedReachTime, FocalPosition, Focus, GoalList[4], GroundPitchTime, HighJumpNodeCostModifier, InUseNodeCostMultiplier, LaneOffset, LastFailedReach, LastRouteFind, MaxMoveTowardPawnTargetTime, MinHitWall, MoveFailureCount, MoveTarget, MoveTimer, NavigationHandle, NavigationHandleClass, NavMeshPath_SearchExtent_Modifier, NextController, NextRoutePath, OldBasedRotation, OverrideSearchStart, Pawn, PendingMover, PlayerNum, PlayerReplicationInfo, RouteCache, RouteDist, RouteGoal, ShotTarget, SightCounter, SightCounterInterval, StartSpot, ViewX, ViewY, ViewZ, VisiblePortals |
Inherited Functions from Engine.AIController |
CanFireWeapon, DisplayDebug, GetPlayerViewPoint, NotifyWeaponFinishedFiring, NotifyWeaponFired, OnAIMoveToActor, PoppedState, PreBeginPlay, PushedState, Reset, SetTeam |
Inherited Functions from Engine.Controller |
ActorReachable, AllowDetourTo, BeginAnimControl, BeginState, BeyondFogDistance, CanSee, CanSeeByPoints, CleanupPRI, ClientSetLocation, ClientSetRotation, ClientSwitchToBestWeapon, CurrentLevelUnloaded, Destroyed, DisplayDebug, EndClimbLadder, EnemyJustTeleported, EnemyNotVisible, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishAnimControl, FinishRotation, FireWeaponAt, GameHasEnded, GamePlayEndedState, GeneratePathToActor, GeneratePathToLocation, GetActorEyesViewPoint, GetAdjustedAimFor, GetAdjustLocation, GetDestinationPosition, GetFocalPoint, GetHumanReadableName, GetPlayerViewPoint, GetTeamNum, HandlePathObstruction, HandlePickup, HearNoise, InitNavigationHandle, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, InterpolationFinished, InterpolationStarted, IsAimingAt, IsDead, IsInCombat, IsLocalPlayerController, IsSpectating, LandingShake, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveTo, MoveToDirectNonPathPos, MoveToward, MoveUnreachable, NotifyAddInventory, NotifyBump, NotifyChangedWeapon, NotifyCoverAdjusted, NotifyCoverClaimViolation, NotifyCoverDisabled, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPathChanged, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyProjLanded, NotifyTakeHit, OnModifyHealth, OnPossess, OnSetPhysics, OnSetVelocity, OnTeleport, OnToggleGodMode, OnToggleHidden, PawnDied, PickTarget, PickWallAdjust, PlayActorFaceFXAnim, PointReachable, Possess, PostBeginPlay, RatePickup, ReachedPreciseDestination, ReadyForLift, ReceiveProjectileWarning, ReceiveWarning, ReplicatedEvent, Reset, Restart, RoundHasEnded, RouteCache_AddItem, RouteCache_Empty, RouteCache_InsertItem, RouteCache_RemoveIndex, RouteCache_RemoveItem, SeeMonster, SeePlayer, SendMessage, ServerGivePawn, ServerRestartPlayer, SetAdjustLocation, SetAnimPosition, SetCharacter, SetDestinationPosition, SetFocalPoint, SetMorphWeight, SetSkelControlScale, SetupSpecialPathAbilities, StopActorFaceFXAnim, StopFiring, StopLatentExecution, SwitchToBestWeapon, UnderLift, UnPossess, WaitForLanding, WaitForMover, WarnProjExplode |
var int AcquisitionYawRate;
var float AimUpdateFrequency;
var bool bAllowRouteReuse;
BaseTrackingReactionTime Source code
var float BaseTrackingReactionTime;
var bool bEnemyAcquired;
var bool bEnemyInfoValid;
var bool bEnemyIsVisible;
bExecutingWhatToDoNext Source code
var bool bExecutingWhatToDoNext;
var bool bForceRefreshRoute;
var bool bInDodgeMove;
var bool bJumpOverWall;
var bool bLeadTarget;
var
pawn BlockedAimTarget;
bNeedDelayedLeaveVehicle Source code
var bool bNeedDelayedLeaveVehicle;
var bool bPlannedJump;
bScriptSpecialJumpCost Source code
var bool bScriptSpecialJumpCost;
var bool bTargetAlternateLoc;
bUsePreviousSquadRoute Source code
var bool bUsePreviousSquadRoute;
var bool bUsingSquadRoute;
var float CurrentAimError;
var
Pawn CurrentlyTrackedEnemy;
var float DodgeLandZ;
var float DodgeToGoalPct;
var float EnemyVisibilityTime;
var float ErrorUpdateFrequency;
var float HearingThreshold;
var float LastAimUpdateTime;
var float LastErrorUpdateTime;
var float LastIterativeCheck;
var float LastSeenTime;
var float MonitorMaxDistSq;
var float MultiJumpZ;
var float RespawnPredictionTime;
var byte ScriptedFireMode;
var
Actor TemporaryFocus;
var float TrackingReactionTime;
var float WarningDelay;
event float AdjustAimError ( float TargetDist, bool bInstantProj )
native final function BuildSquadRoute ( )
native final
function bool CanMakePathTo (
Actor A )
event DelayedLeaveVehicle ( )
event DelayedWarning ( )
protected event ExecuteWhatToDoNext ( )
function Actor FaceActor (
float StrafingModifier )
native final
function actor FindBestInventoryPath ( out
float MinWeight )
native
function Actor FindBestSuperPickup (
float MaxDist )
native final
function actor FindPathToSquadRoute ( optional
bool bWeightDetours )
native final latent function LatentWhatToDoNext ( )
event MayDodgeToMoveTarget ( )
event MissedDodge ( )
event MonitoredPawnAlert ( )
event ReceiveRunOverWarning (
UDKVehicle V,
float projSpeed,
vector VehicleDir )
event bool SpecialJumpCost ( float RequiredJumpZ, out float Cost )
event TimeDJReset ( )
native final latent function WaitToSeeEnemy ( )
event WhatToDoNext ( )
defaultproperties
{
RotationRate=(Pitch=30000,Yaw=30000,Roll=2048)
RemoteRole=ROLE_None
Begin Object Class=UDKAIDecisionComponent Name=TheDecider
End Object
DecisionComponent=TheDecider
Components.Add(TheDecider)
AimUpdateFrequency=0.2
LastIterativeCheck=1.0
ErrorUpdateFrequency=0.45
bLeadTarget=True
AcquisitionYawRate=20000
TrackingReactionTime=+0.25
BaseTrackingReactionTime=+0.25
bUsingSquadRoute=true
bAllowRouteReuse=true
HearingThreshold=2800.0
}
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Creation time: ti 22-3-2011 19:56:58.134 - Created with
UnCodeX