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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Botpack.Bot
HumanBotPlus, SkaarjBot
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Pawn |
|---|
| EAttitude, EIntelligence |
| Inherited Enumerations from Engine.Actor |
|---|
| EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| PointRegion |
| Functions Summary | ||
|---|---|---|
![]() | bool | AddInventory (inventory NewItem )) |
![]() | 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 | |
![]() | rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) |
![]() | AlterDestination ())) | |
![]() | AnimEnd ())) Charging | |
![]() | AnimEnd ())) Fallback | |
![]() | AnimEnd ())) FallingState | |
![]() | AnimEnd ())) FindAir | |
![]() | AnimEnd ())) Hold | |
![]() | AnimEnd ())) Holding | |
![]() | AnimEnd ())) Hunting | |
![]() | AnimEnd ())) ImpactJumping | |
![]() | AnimEnd ())) RangedAttack | |
![]() | AnimEnd ())) Retreating | |
![]() | AnimEnd ())) Roaming | |
![]() | AnimEnd ())) TacticalMove | |
![]() | AnimEnd ())) Wandering | |
![]() | float | AssessThreat (Pawn NewThreat )) |
![]() | eAttitude | AttitudeTo (Pawn Other)) |
![]() | BaseChange ())) | |
![]() | BaseChange ())) FallingState | |
![]() | BaseChange ())) Wandering | |
![]() | BeginState ())) Acquisition | |
![]() | BeginState ())) Attacking | |
![]() | BeginState ())) Charging | |
![]() | BeginState ())) Dying | |
![]() | BeginState ())) Fallback | |
![]() | BeginState ())) FallingState | |
![]() | BeginState ())) GameEnded | |
![]() | BeginState ())) Hold | |
![]() | BeginState ())) Holding | |
![]() | BeginState ())) Hunting | |
![]() | BeginState ())) RangedAttack | |
![]() | BeginState ())) Retreating | |
![]() | BeginState ())) Roaming | |
![]() | BeginState ())) StakeOut | |
![]() | BeginState ())) StartUp | |
![]() | BeginState ())) TacticalMove | |
![]() | BeginState ())) TakeHit | |
![]() | BeginState ())) VictoryDance | |
![]() | BeginState ())) Wandering | |
![]() | BigJump (Actor JumpDest)) | |
![]() | BotVoiceMessage (name messagetype, byte messageID, Pawn Sender)) | |
![]() | Bump (actor Other)) | |
![]() | CallForHelp ())) | |
![]() | bool | CanFireAtEnemy ())) |
![]() | bool | CanImpactJump ())) |
![]() | bool | CanStakeOut ())) |
![]() | ChangeDestination ())) Retreating | |
![]() | ChangedWeapon ())) | |
![]() | ChangeToHammer ())) ImpactJumping | |
![]() | bool | CheckBumpAttack (Pawn Other)) |
![]() | bool | CheckBumpAttack (Pawn Other)) Fallback |
![]() | bool | CheckBumpAttack (Pawn Other)) Hunting |
![]() | bool | CheckBumpAttack (Pawn Other)) Retreating |
![]() | bool | CheckFutureSight (float deltatime)) |
![]() | ChooseAttackMode ())) Attacking | |
![]() | bool | ClearShot ())) StakeOut |
![]() | ClientDying (name DamageType, vector HitLocation)) GameEnded | |
![]() | bool | CloseToPointMan (Pawn Other)) |
![]() | bool | ContinueStakeOut ())) StakeOut |
![]() | bool | DeferTo (Bot Other)) |
![]() | bool | DeferTo (Bot Other)) Wandering |
![]() | EndState ())) Acquisition | |
![]() | EndState ())) Charging | |
![]() | EndState ())) Fallback | |
![]() | EndState ())) FallingState | |
![]() | EndState ())) Holding | |
![]() | EndState ())) Hunting | |
![]() | EndState ())) ImpactJumping | |
![]() | EndState ())) RangedAttack | |
![]() | EndState ())) Retreating | |
![]() | EndState ())) Roaming | |
![]() | EndState ())) StakeOut | |
![]() | EndState ())) TacticalMove | |
![]() | EndState ())) Wandering | |
![]() | EnemyAcquired ())) | |
![]() | EnemyAcquired ())) FallingState | |
![]() | EnemyAcquired ())) Hold | |
![]() | EnemyAcquired ())) Holding | |
![]() | EnemyAcquired ())) Roaming | |
![]() | EnemyAcquired ())) VictoryDance | |
![]() | EnemyAcquired ())) Wandering | |
![]() | EnemyNotVisible ())) Attacking | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) Fallback | |
![]() | EnemyNotVisible ())) FallingState | |
![]() | EnemyNotVisible ())) FindAir | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | EnemyNotVisible ())) TacticalMove | |
![]() | bool | FaceDestination (float F)) |
![]() | Falling ())) | |
![]() | FastInAir ())) | |
![]() | FearThisSpot (Actor aSpot)) | |
![]() | FearThisSpot (Actor aSpot)) Charging | |
![]() | FearThisSpot (Actor aSpot)) Hold | |
![]() | FearThisSpot (Actor aSpot)) Hunting | |
![]() | FearThisSpot (Actor aSpot)) Roaming | |
![]() | FearThisSpot (Actor aSpot)) TacticalMove | |
![]() | FearThisSpot (Actor aSpot)) Wandering | |
![]() | bool | FindAmbushSpot ())) |
![]() | bool | FindBestPathToward (actor desired, bool bClearPaths)) |
![]() | FindNewJumpDest ())) FallingState | |
![]() | FindNewStakeOutDir ())) StakeOut | |
![]() | bool | FindViewSpot ())) Hunting |
![]() | FireWeapon ())) | |
![]() | Gasp ())) | |
![]() | GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName )) | |
![]() | float | GetRating ())) |
![]() | bool | Gibbed (name damageType)) |
![]() | GiveUpTactical (bool bNoCharge) | |
![]() | GiveUpTactical (bool bNoCharge)) TacticalMove | |
![]() | HaltFiring ())) | |
![]() | HandleHelpMessageFrom (Pawn Other)) Hold | |
![]() | 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 | |
![]() | HearPickup (Pawn Other) | |
![]() | HearPickup (Pawn Other)) Roaming | |
![]() | HitWall (vector HitNormal, actor Wall)) Charging | |
![]() | HitWall (vector HitNormal, actor Wall)) Fallback | |
![]() | HitWall (vector HitNormal, actor Wall)) FindAir | |
![]() | HitWall (vector HitNormal, actor Wall)) Hold | |
![]() | 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 | |
![]() | ImpactJump (Actor JumpDest)) | |
![]() | vector | ImpactLook ())) ImpactJumping |
![]() | InitializeSkill (float InSkill)) | |
![]() | InitRating ())) | |
![]() | JumpOffPawn ())) | |
![]() | JumpOutOfWater (vector jumpDir)) | |
![]() | KeepAttacking ())) RangedAttack | |
![]() | Killed (pawn Killer, pawn Other, name damageType)) | |
![]() | Killed (pawn Killer, pawn Other, name damageType)) GameEnded | |
![]() | string | KillMessage (name damageType, pawn Other)) |
![]() | Landed (vector HitNormal)) FallingState | |
![]() | Landed (vector HitNormal)) Hold | |
![]() | Landed (vector HitNormal)) Holding | |
![]() | Landed (vector HitNormal)) TakeHit | |
![]() | LongFall ())) | |
![]() | LongFall ())) GameEnded | |
![]() | MaybeTaunt (Pawn Other)) | |
![]() | MayFall ())) Charging | |
![]() | MayFall ())) Fallback | |
![]() | MayFall ())) Hunting | |
![]() | MayFall ())) Retreating | |
![]() | MayFall ())) Roaming | |
![]() | bool | NearWall (float walldist)) |
![]() | bool | NeedToTurn (vector targ)) |
![]() | PainTimer ())) | |
![]() | PainTimer ())) TacticalMove | |
![]() | PickDestination ())) Fallback | |
![]() | PickDestination (bool bNoCharge)) FindAir | |
![]() | PickDestination ())) Hold | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) Retreating | |
![]() | PickDestination ())) Roaming | |
![]() | PickDestination (bool bNoCharge)) TacticalMove | |
![]() | PickDestination ())) Wandering | |
![]() | bool | PickLocalInventory (float MaxDist, float MinDistraction)) |
![]() | PickNextSpot ())) Retreating | |
![]() | PickRegDestination (bool bNoCharge)) TacticalMove | |
![]() | PlayChallenge ())) | |
![]() | PlayCombatMove ())) | |
![]() | PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum)) | |
![]() | PlayDodge (bool bDuckLeft)) | |
![]() | PlayDyingSound ())) | |
![]() | PlayFiring () | |
![]() | PlayFlip ())) | |
![]() | PlayFootStep ())) | |
![]() | PlayGutHit (float tweentime)) | |
![]() | PlayHeadHit (float tweentime)) | |
![]() | PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum)) | |
![]() | PlayHitAnim (vector HitLocation, float Damage)) | |
![]() | PlayHitAnim (vector HitLocation, float Damage)) TakeHit | |
![]() | PlayLeftHit (float tweentime)) | |
![]() | PlayLookAround ())) | |
![]() | PlayMeleeAttack ())) | |
![]() | PlayMovingAttack ())) | |
![]() | PlayOutOfWater ())) | |
![]() | PlayRangedAttack ())) | |
![]() | PlayRightHit (float tweentime)) | |
![]() | PlayTakeHitSound (int damage, name damageType, int Mult)) | |
![]() | PlayWaving ())) | |
![]() | PostBeginPlay ())) | |
![]() | 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 | |
![]() | SendGlobalMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)) | |
![]() | SendTeamMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait)) | |
![]() | 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 ())) GameEnded | |
![]() | SetFall ())) Hold | |
![]() | SetFall ())) Hunting | |
![]() | SetFall ())) Retreating | |
![]() | SetFall ())) Roaming | |
![]() | SetFall ())) StakeOut | |
![]() | SetFall ())) TacticalMove | |
![]() | SetFall ())) Wandering | |
![]() | SetMovementPhysics ())) | |
![]() | SetMultiSkin (Actor SkinActor, string SkinName, string FaceName, byte TeamNum)) | |
![]() | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck)) | |
![]() | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck)) Roaming | |
![]() | SetOrders (name NewOrders, Pawn OrderGiver, optional bool bNoAck)) Wandering | |
![]() | SetPeripheralVision ())) | |
![]() | ShareWith (Pawn Other)) Roaming | |
![]() | ShootTarget (Actor NewTarget) | |
![]() | ShootTarget (Actor NewTarget)) Holding | |
![]() | ShootTarget (Actor NewTarget)) Roaming | |
![]() | ShootTarget (Actor NewTarget)) Wandering | |
![]() | Carcass | SpawnCarcass ())) |
![]() | SpawnGibbedCarcass ())) | |
![]() | SpecialFire ())) | |
![]() | SpecialFire ())) GameEnded | |
![]() | SpecialFire ())) RangedAttack | |
![]() | StartMatch () | |
![]() | StopFiring ())) | |
![]() | StopFiring ())) 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)) Hold | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Holding | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) ImpactJumping | |
![]() | 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 ())) Hold | |
![]() | Timer ())) Holding | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) RangedAttack | |
![]() | Timer ())) Retreating | |
![]() | Timer ())) Roaming | |
![]() | Timer ())) StakeOut | |
![]() | Timer ())) TacticalMove | |
![]() | Timer ())) TakeHit | |
![]() | Timer ())) Wandering | |
![]() | TranslocateToTarget (Actor Destn)) | |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | bool | TryStrafe (vector sideDir)) Charging |
![]() | TryToDuck (vector duckDir, bool bReversed)) | |
![]() | TryToDuck (vector duckDir, bool bReversed)) Charging | |
![]() | TryToDuck (vector duckDir, bool bReversed)) GameEnded | |
![]() | bool | TryToward (inventory Inv, float Weight)) |
![]() | bool | TryToward (inventory Inv, float Weight)) Hunting |
![]() | bool | TryToward (inventory Inv, float Weight)) TacticalMove |
![]() | UnderLift (Mover M)) | |
![]() | UpdateEyeHeight (float DeltaTime)) | |
![]() | UpdateTactics (float DeltaTime)) | |
![]() | 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)) | |
![]() | YellAt (Pawn Moron)) | |
![]() | ZoneChange (ZoneInfo newZone)) | |
![]() | ZoneChange (ZoneInfo newZone)) FallingState | |
| States Summary |
|---|
| Acquisition Source code |
|---|
|
state Acquisition |
| BeginState, EndState, HearNoise, SeePlayer, TakeDamage, WarnTarget |
| Attacking Source code |
|---|
|
state Attacking |
| BeginState, ChooseAttackMode, EnemyNotVisible, Timer |
| Charging Source code |
|---|
|
state Charging |
| AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer, TryStrafe, TryToDuck |
| Dying Source code |
|---|
|
state Dying |
| BeginState, ReStartPlayer, TakeDamage |
| Fallback Source code |
|---|
|
state Fallback |
| AnimEnd, BeginState, CheckBumpAttack, EndState, EnemyNotVisible, HearNoise, HitWall, MayFall, PickDestination, SeePlayer, SetFall, TakeDamage, Timer |
| FallingState Source code |
|---|
|
state FallingState |
| adjustJump, AnimEnd, BaseChange, BeginState, EndState, EnemyAcquired, EnemyNotVisible, FindNewJumpDest, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
| FindAir Source code |
|---|
|
state FindAir |
| AnimEnd, EnemyNotVisible, HeadZoneChange, HitWall, PickDestination, TakeDamage, Timer |
| GameEnded Source code |
|---|
|
state GameEnded |
| BeginState, ClientDying, Killed, LongFall, SetFall, SpecialFire, TryToDuck |
| Hold Source code |
|---|
|
state Hold |
| AnimEnd, BeginState, EnemyAcquired, FearThisSpot, HandleHelpMessageFrom, HitWall, Landed, PickDestination, SetFall, TakeDamage, Timer |
| Holding Source code |
|---|
|
state Holding |
| AnimEnd, BeginState, EndState, EnemyAcquired, Landed, ShootTarget, TakeDamage, Timer |
| Hunting Source code |
|---|
|
state Hunting |
| AnimEnd, BeginState, CheckBumpAttack, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer, TryToward |
| ImpactJumping Source code |
|---|
|
state ImpactJumping |
| AnimEnd, ChangeToHammer, EndState, ImpactLook, TakeDamage |
| RangedAttack Source code |
|---|
|
state RangedAttack |
| AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, SpecialFire, StopFiring, StopWaiting, TakeDamage, Timer |
| Retreating Source code |
|---|
|
state Retreating |
| AnimEnd, BeginState, ChangeDestination, CheckBumpAttack, EndState, HearNoise, HitWall, MayFall, PickDestination, PickNextSpot, ReachedHome, SeePlayer, SetFall, TakeDamage, Timer, WarnTarget |
| Roaming Source code |
|---|
|
state Roaming |
| AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HandleHelpMessageFrom, HearPickup, HitWall, MayFall, PickDestination, SetFall, SetOrders, ShareWith, ShootTarget, TakeDamage, Timer |
| StakeOut Source code |
|---|
|
state StakeOut |
| AdjustAim, BeginState, ClearShot, ContinueStakeOut, EndState, FindNewStakeOutDir, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
| StartUp Source code |
|---|
|
auto state StartUp |
| BeginState |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, WarnTarget |
| TakeHit Source code |
|---|
|
state TakeHit |
| BeginState, Landed, PlayHitAnim, TakeDamage, Timer |
| VictoryDance Source code |
|---|
|
state VictoryDance |
| BeginState, EnemyAcquired, TakeDamage |
| Wandering Source code |
|---|
|
state Wandering |
| AnimEnd, BaseChange, BeginState, DeferTo, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, SetOrders, ShootTarget, TakeDamage, TestDirection, Timer |
| Variables Detail |
|---|
| Functions Detail |
|---|
AddInventory Source code
AdjustAim Source code
AdjustAim StakeOut Source code
AdjustDesireFor Source code
AdjustHitLocation Source code
adjustJump FallingState Source code
AdjustToss Source code
AlterDestination Source code
AnimEnd Charging Source code
AnimEnd Fallback Source code
AnimEnd FallingState Source code
AnimEnd FindAir Source code
AnimEnd Hold Source code
AnimEnd Holding Source code
AnimEnd Hunting Source code
AnimEnd ImpactJumping Source code
AnimEnd RangedAttack Source code
AnimEnd Retreating Source code
AnimEnd Roaming Source code
AnimEnd TacticalMove Source code
AnimEnd Wandering Source code
AssessThreat Source code
AttitudeTo Source code
BaseChange Source code
BaseChange FallingState Source code
BaseChange Wandering Source code
BeginState Acquisition Source code
BeginState Attacking Source code
BeginState Charging Source code
BeginState Dying Source code
BeginState Fallback Source code
BeginState FallingState Source code
BeginState GameEnded Source code
BeginState Hold Source code
BeginState Holding Source code
BeginState Hunting Source code
BeginState RangedAttack Source code
BeginState Retreating Source code
BeginState Roaming Source code
BeginState StakeOut Source code
BeginState StartUp Source code
BeginState TacticalMove Source code
BeginState TakeHit Source code
BeginState VictoryDance Source code
BeginState Wandering Source code
BigJump Source code
BotVoiceMessage Source code
Bump Source code
CallForHelp Source code
CanFireAtEnemy Source code
CanImpactJump Source code
CanStakeOut Source code
ChangeDestination Retreating Source code
ChangedWeapon Source code
ChangeToHammer ImpactJumping Source code
CheckBumpAttack Source code
CheckBumpAttack Fallback Source code
CheckBumpAttack Hunting Source code
CheckBumpAttack Retreating Source code
CheckFutureSight Source code
ChooseAttackMode Attacking Source code
ClearShot StakeOut Source code
ClientDying GameEnded Source code
CloseToPointMan Source code
ContinueStakeOut StakeOut Source code
DeferTo Source code
DeferTo Wandering Source code
EndState Acquisition Source code
EndState Charging Source code
EndState Fallback Source code
EndState FallingState Source code
EndState Holding Source code
EndState Hunting Source code
EndState ImpactJumping Source code
EndState RangedAttack Source code
EndState Retreating Source code
EndState Roaming Source code
EndState StakeOut Source code
EndState TacticalMove Source code
EndState Wandering Source code
EnemyAcquired Source code
EnemyAcquired FallingState Source code
EnemyAcquired Hold Source code
EnemyAcquired Holding Source code
EnemyAcquired Roaming Source code
EnemyAcquired VictoryDance Source code
EnemyAcquired Wandering Source code
EnemyNotVisible Attacking Source code
EnemyNotVisible Charging Source code
EnemyNotVisible Fallback Source code
EnemyNotVisible FallingState Source code
EnemyNotVisible FindAir Source code
EnemyNotVisible RangedAttack Source code
EnemyNotVisible TacticalMove Source code
FaceDestination Source code
Falling Source code
FastInAir Source code
FearThisSpot Source code
FearThisSpot Charging Source code
FearThisSpot Hold Source code
FearThisSpot Hunting Source code
FearThisSpot Roaming Source code
FearThisSpot TacticalMove Source code
FearThisSpot Wandering Source code
FindAmbushSpot Source code
FindBestPathToward Source code
FindNewJumpDest FallingState Source code
FindNewStakeOutDir StakeOut Source code
FindViewSpot Hunting Source code
FireWeapon Source code
Gasp Source code
GetMultiSkin Source code
GetRating Source code
Gibbed Source code
GiveUpTactical Source code
GiveUpTactical TacticalMove Source code
HaltFiring Source code
HandleHelpMessageFrom Hold Source code
HandleHelpMessageFrom Roaming Source code
HeadZoneChange FindAir Source code
HearNoise Source code
HearNoise Acquisition Source code
HearNoise Fallback Source code
HearNoise Hunting Source code
HearNoise Retreating Source code
HearNoise StakeOut Source code
HearPickup Source code
HearPickup Roaming Source code
HitWall Charging Source code
HitWall Fallback Source code
HitWall FindAir Source code
HitWall Hold Source code
HitWall Hunting Source code
HitWall Retreating Source code
HitWall Roaming Source code
HitWall TacticalMove Source code
HitWall Wandering Source code
ImpactJump Source code
ImpactLook ImpactJumping Source code
InitializeSkill Source code
InitRating Source code
JumpOffPawn Source code
JumpOutOfWater Source code
KeepAttacking RangedAttack Source code
Killed Source code
Killed GameEnded Source code
KillMessage Source code
Landed FallingState Source code
Landed Hold Source code
Landed Holding Source code
Landed TakeHit Source code
LongFall Source code
LongFall GameEnded Source code
MaybeTaunt Source code
MayFall Charging Source code
MayFall Fallback Source code
MayFall Hunting Source code
MayFall Retreating Source code
MayFall Roaming Source code
NearWall Source code
NeedToTurn Source code
PainTimer Source code
PainTimer TacticalMove Source code
PickDestination Fallback Source code
PickDestination FindAir Source code
PickDestination Hold Source code
PickDestination Hunting Source code
PickDestination Retreating Source code
PickDestination Roaming Source code
PickDestination TacticalMove Source code
PickDestination Wandering Source code
PickLocalInventory Source code
PickNextSpot Retreating Source code
PickRegDestination TacticalMove Source code
PlayChallenge Source code
PlayCombatMove Source code
PlayDeathHit Source code
PlayDodge Source code
PlayDyingSound Source code
PlayFiring Source code
PlayFlip Source code
PlayFootStep Source code
PlayGutHit Source code
PlayHeadHit Source code
PlayHit Source code
PlayHitAnim Source code
PlayHitAnim TakeHit Source code
PlayLeftHit Source code
PlayLookAround Source code
PlayMeleeAttack Source code
PlayMovingAttack Source code
PlayOutOfWater Source code
PlayRangedAttack Source code
PlayRightHit Source code
PlayTakeHitSound Source code
PlayWaving Source code
PostBeginPlay Source code
PreBeginPlay Source code
PreSetMovement Source code
ReachedHome Retreating Source code
RelativeStrength Source code
ReSetSkill Source code
ReStartPlayer Dying Source code
SeePlayer Source code
SeePlayer Acquisition Source code
SeePlayer Fallback Source code
SeePlayer FallingState Source code
SeePlayer Retreating Source code
SendGlobalMessage Source code
SendTeamMessage Source code
SetAlertness Source code
SetEnemy Source code
SetEnemy FallingState Source code
SetEnemy Hunting Source code
SetEnemy StakeOut Source code
SetFall Source code
SetFall Charging Source code
SetFall Fallback Source code
SetFall FallingState Source code
SetFall GameEnded Source code
SetFall Hold Source code
SetFall Hunting Source code
SetFall Retreating Source code
SetFall Roaming Source code
SetFall StakeOut Source code
SetFall TacticalMove Source code
SetFall Wandering Source code
SetMovementPhysics Source code
SetMultiSkin Source code
SetOrders Source code
SetOrders Roaming Source code
SetOrders Wandering Source code
SetPeripheralVision Source code
ShareWith Roaming Source code
ShootTarget Source code
ShootTarget Holding Source code
ShootTarget Roaming Source code
ShootTarget Wandering Source code
SpawnCarcass Source code
SpawnGibbedCarcass Source code
SpecialFire Source code
SpecialFire GameEnded Source code
SpecialFire RangedAttack Source code
StartMatch Source code
StopFiring Source code
StopFiring RangedAttack Source code
StopWaiting RangedAttack Source code
StrafeAdjust Source code
StrafeFromDamage Source code
StrafeFromDamage Charging Source code
SwitchToBestWeapon Source code
TakeDamage Acquisition Source code
TakeDamage Charging Source code
TakeDamage Dying Source code
TakeDamage Fallback Source code
TakeDamage FallingState Source code
TakeDamage FindAir Source code
TakeDamage Hold Source code
TakeDamage Holding Source code
TakeDamage Hunting Source code
TakeDamage ImpactJumping Source code
TakeDamage RangedAttack Source code
TakeDamage Retreating Source code
TakeDamage Roaming Source code
TakeDamage StakeOut Source code
TakeDamage TacticalMove Source code
TakeDamage TakeHit Source code
TakeDamage VictoryDance Source code
TakeDamage Wandering Source code
TestDirection Wandering Source code
Timer Attacking Source code
Timer Charging Source code
Timer Fallback Source code
Timer FallingState Source code
Timer FindAir Source code
Timer Hold Source code
Timer Holding Source code
Timer Hunting Source code
Timer RangedAttack Source code
Timer Retreating Source code
Timer Roaming Source code
Timer StakeOut Source code
Timer TacticalMove Source code
Timer TakeHit Source code
Timer Wandering Source code
TranslocateToTarget Source code
Trigger Source code
TryStrafe Charging Source code
TryToDuck Source code
TryToDuck Charging Source code
TryToDuck GameEnded Source code
TryToward Source code
TryToward Hunting Source code
TryToward TacticalMove Source code
UnderLift Source code
UpdateEyeHeight Source code
UpdateTactics Source code
WarnTarget Source code
WarnTarget Acquisition Source code
WarnTarget Retreating Source code
WarnTarget TacticalMove Source code
WhatToDoNext Source code
YellAt Source code
ZoneChange Source code
ZoneChange FallingState Source code| Defaultproperties |
|---|
defaultproperties { CarcassType=Class'Engine.Carcass' TimeBetweenAttacks=0.600000 Aggressiveness=0.300000 BaseAggressiveness=0.300000 WalkingSpeed=0.350000 RefireRate=0.900000 bLeadTarget=True PointDied=-1000.000000 StatusDoll=Texture'Botpack.Icons.Man' StatusBelt=Texture'Botpack.Icons.ManBelt' VoicePackMetaClass="BotPack.ChallengeVoicePack" bIsPlayer=True bCanStrafe=True bAutoActivate=True bIsMultiSkinned=True MeleeRange=40.000000 GroundSpeed=400.000000 AirSpeed=400.000000 AccelRate=2048.000000 AirControl=0.350000 SightRadius=5000.000000 HearingThreshold=0.300000 BaseEyeHeight=23.000000 EyeHeight=23.000000 UnderWaterTime=20.000000 Intelligence=BRAINS_HUMAN Land=Sound'UnrealShare.Generic.Land1' WaterStep=Sound'UnrealShare.Generic.LSplash' CombatStyle=0.100000 VoiceType="BotPack.VoiceMaleTwo" PlayerReplicationInfoClass=Class'Botpack.BotReplicationInfo' bStasis=False DrawType=DT_Mesh AmbientGlow=17 LightBrightness=70 LightHue=40 LightSaturation=128 LightRadius=6 Buoyancy=100.000000 RotationRate=(Pitch=3072,Yaw=30000,Roll=2048) NetPriority=3.000000 } |
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