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Trackmania ManiaScript Reference 2026.2.2.1751
A ManiaScript Reference of the new Trackmania.
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API for ShootMania bots. More...
#include <doc.h>
Public Types | |
| enum | ESmDriverBehaviour { Static , Turret , Scripted , IA , Patrol , Escape , Saunter , Orbit , Follow } |
| enum | ESmDriverPathState { Static , None , Computing , Simple , Full , Incomplete , InFlock } |
| enum | ESmDriverPatrolMode { OneTrip , BackAndForth , Loop } |
| enum | ESmAttackFilter { All , AllPlayers , AllBots , AllOpposite , OppositePlayers , OppositeBots , Nobody } |
Public Member Functions | |
| Void | Scripted_Move (Vec3 Goal) |
| Void | Scripted_MoveDelta (Vec3 Delta) |
| Void | Scripted_MoveAndAim (Vec3 Goal) |
| Void | Scripted_MoveDeltaAndAim (Vec3 Delta) |
| Void | Scripted_Aim (Vec3 Goal) |
| Void | Scripted_AimDelta (Real DeltaYaw, Real DeltaPitch) |
| Void | Scripted_RequestAction () |
| Void | Scripted_RequestGunTrigger () |
| Void | Scripted_RequestInput (CSmMode::EActionInput Input) |
API for ShootMania bots.
| Void CSmPlayerDriver::Scripted_RequestAction | ( | ) |
Same as Scripted_RequestInput(CSmMode::EActionInput::Movement).
| Void CSmPlayerDriver::Scripted_RequestGunTrigger | ( | ) |
Same as Scripted_RequestInput(CSmMode::EActionInput::Weapon). This has no effect when ForcedTarget is not Null.
| Void CSmPlayerDriver::Scripted_RequestInput | ( | CSmMode::EActionInput | Input | ) |
| Real CSmPlayerDriver::Accuracy |
| Real CSmPlayerDriver::AggroRadius |
| CSmPlayerDriver::ESmAttackFilter CSmPlayerDriver::AttackFilter |
| CSmPlayerDriver::ESmDriverBehaviour CSmPlayerDriver::Behaviour |
| Real CSmPlayerDriver::DisengageDistance |
| Vec3 CSmPlayerDriver::Escape_AnchorPoint |
Note that CSmMode::SpawnPlayer and CSmMode::SpawnBotPlayer may reset this value to the spawn position.
| Real CSmPlayerDriver::Escape_DistanceMaxEscape |
| Real CSmPlayerDriver::Escape_DistanceMinEscape |
| Real CSmPlayerDriver::Escape_DistanceSafe |
| Real CSmPlayerDriver::FlockAlignmentWeight |
Flocking is a work in progress. How much the driver values going the same direction as its neighbours.
| Real CSmPlayerDriver::FlockCohesionWeight |
Flocking is a work in progress. How much the driver values going towards its neighbours.
| Real CSmPlayerDriver::FlockFov |
Flocking is a work in progress. The field of view angle the driver uses to see its neighbours. Value in degrees.Values in range (0.000000-360.000000)
| Array<CSmPlayerDriver*> CSmPlayerDriver::FlockPartners |
Flocking is a work in progress. You need to fill this array and define a default behaviour for each member of the flock.
| Real CSmPlayerDriver::FlockRadius |
Flocking is a work in progress. How far the driver see its neighbours.
| Real CSmPlayerDriver::FlockSeparationWeight |
Flocking is a work in progress. How much the driver values not hitting its neighbours.
| Vec3 CSmPlayerDriver::Follow_AnchorPoint |
| Boolean CSmPlayerDriver::Follow_ForceAimInLeaderDir |
| Boolean CSmPlayerDriver::Follow_HasLeader |
| CSmPlayer* CSmPlayerDriver::Follow_Leader |
| Vec3 CSmPlayerDriver::Follow_Offset |
| CSmPlayer* CSmPlayerDriver::ForcedTarget |
| Boolean const CSmPlayerDriver::IsStuck |
| Integer CSmPlayerDriver::LostTargetChaseDuration |
How long the driver will try to chase its target after it can't see it, 0 to disable.
| Real CSmPlayerDriver::MaxPathDivergence |
| CSmMode::EActionInput CSmPlayerDriver::OnStuckInput |
| Vec3 CSmPlayerDriver::Orbit_AnchorPoint |
Note that CSmMode::SpawnPlayer and CSmMode::SpawnBotPlayer may reset this value to the spawn position.
| Boolean CSmPlayerDriver::Orbit_IsClockWise |
| Real CSmPlayerDriver::Orbit_Radius |
| CSmPlayer* const CSmPlayerDriver::Owner |
| Real CSmPlayerDriver::PathSpeedCoef |
| CSmPlayerDriver::ESmDriverPathState const CSmPlayerDriver::PathState |
PathFinding takes some time to compute and doesn't always reach the intended goal. The player will most probably reach the goal in the case CSmPlayerDriver::ESmDriverPathState::Full.
| CSmPlayerDriver::ESmDriverPatrolMode CSmPlayerDriver::Patrol_Mode |
| CMapBotPath* CSmPlayerDriver::Patrol_Path |
| Boolean CSmPlayerDriver::PredictJump |
| Boolean CSmPlayerDriver::PursueTarget |
| Integer CSmPlayerDriver::ReactionTime |
| Boolean CSmPlayerDriver::RocketAnticipation |
| Vec3 CSmPlayerDriver::Saunter_AnchorPoint |
Note that CSmMode::SpawnPlayer and CSmMode::SpawnBotPlayer may reset this value to the spawn position.
| Integer CSmPlayerDriver::Saunter_BaseChillingTime |
| Integer CSmPlayerDriver::Saunter_ChillingTimeDelta |
| Real CSmPlayerDriver::Saunter_Radius |
| Boolean CSmPlayerDriver::Scripted_ForceAimInMoveDir |
| Integer CSmPlayerDriver::ShootPeriodMax |
| Integer CSmPlayerDriver::ShootPeriodMin |
| Real CSmPlayerDriver::ShootRadius |
| CSmPlayer* const CSmPlayerDriver::Target |
| Real CSmPlayerDriver::TargetDetectionFov |
The field of view angle the driver uses to search for targets. Value in degrees.Values in range (0.000000-360.000000)
| Real CSmPlayerDriver::TargetMinDistance |
| Real CSmPlayerDriver::TargetWorldPriority |
How much the driver value attacking the world rather than players. 0.0 for players only, 1.0 for world only, 0.5 for no preference.Values in range (0.000000-1.000000)
| Real CSmPlayerDriver::TargetWorldRadius |
If larger than 0.0, this bot can attack destructible parts of the world.
| Boolean CSmPlayerDriver::UsePathFinding |