AIController
This is the parent class of all AI-based controllers.
Properties
- bool bHunting
- This is true if the controlled pawn is hunting another pawn.
- bool bAdjustFromWalls
- auto-adjust around corners, with no hitwall notification for controller or pawn (???)
- AIScript MyScript
- If this AIController is based on a script, the script is in this variable.
- float Skill
- The skill of the AI. Generally, from 0 to 7.
Functions
- native final latent function WaitToSeeEnemy()
- returns when the pawn is looking directly at a visible enemy.
- function bool WeaponFireAgain(float RefireRate, bool bFinishedFire)
- called by Weapon. Returns true if the weapon should fire.
- function bool TriggerScript(actor Other, pawn EventInstigator)
- Any trigger is sent to this function, which in turn triggers MyScript if it exists.
- function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
- If the "showdebug" console command is on, this is called to display debug information on the screen.
- function float AdjustDesireFor(Pickup P)
- In subclasses, returns a float indicating how much the AI wants the Pickup P. In this class, it always returns 0.
- function int GetFacingDirection()
- returns direction faced relative to movement dir, where 0 = forward, 16384 = right, 32768 = back, and 49152 = left
- function AdjustView(float DeltaTime)
- called if Controller's pawn is the viewtarget of a player
- function SetOrders(name NewOrders, Controller OrderGiver), function actor GetOrderObject(), function name GetOrders()
- In subclasses, sets and gets info about the AI's orders, but in this class they don't do anything.
- event PrepareForMove(NavigationPoint Goal, ReachSpec Path)
- Called if the reachspec doesn't support the pawn's current configuration. The code should tell the pawn what to do to deal with it (e.g. crouch). It's implemented in subclasses; here it doesn't do anything.
- function WaitForMover(Mover M)
- Sets up the AI to wait for Mover M to tell the AI that it has completed its move. Sets PendingMover.
- function MoverFinished()
- Called by Mover when it finishes a move, and this pawn has the mover set as its PendingMover.
- function UnderLift(Mover M)
- called by mover when it hits a pawn with that mover as its pendingmover while moving to its destination.
- function bool PriorityObjective()
- This always returns false here.
- function Startle(Actor A)
- "Startles" the AI. Basically, this is a message to the AI to stop everything and re-evaluate its situation as soon as possible. Something calls this when the AI absolutely needs to know about it RIGHT NOW.
Subclasses
+-AIController +-ScriptedController +-Bot? | +-xBot? | +-InvasionBot? (Epic Bonuspack) +-MonsterController? (Epic Bonuspack)