API for ShootMania bots.
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#include <doc.h>
|
| 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
} |
| |
◆ ESmAttackFilter
| Enumerator |
|---|
| All | |
| AllPlayers | |
| AllBots | |
| AllOpposite | |
| OppositePlayers | |
| OppositeBots | |
| Nobody | |
◆ ESmDriverBehaviour
| Enumerator |
|---|
| Static | |
| Turret | |
| Scripted | |
| IA | |
| Patrol | |
| Escape | |
| Saunter | |
| Orbit | |
| Follow | |
◆ ESmDriverPathState
| Enumerator |
|---|
| Static | |
| None | |
| Computing | |
| Simple | |
| Full | |
| Incomplete | |
| InFlock | |
◆ ESmDriverPatrolMode
| Enumerator |
|---|
| OneTrip | |
| BackAndForth | |
| Loop | |
◆ Scripted_Aim()
| Void CSmPlayerDriver::Scripted_Aim |
( |
Vec3 | Goal | ) |
|
◆ Scripted_AimDelta()
| Void CSmPlayerDriver::Scripted_AimDelta |
( |
Real | DeltaYaw, |
|
|
Real | DeltaPitch ) |
◆ Scripted_Move()
| Void CSmPlayerDriver::Scripted_Move |
( |
Vec3 | Goal | ) |
|
◆ Scripted_MoveAndAim()
| Void CSmPlayerDriver::Scripted_MoveAndAim |
( |
Vec3 | Goal | ) |
|
◆ Scripted_MoveDelta()
| Void CSmPlayerDriver::Scripted_MoveDelta |
( |
Vec3 | Delta | ) |
|
◆ Scripted_MoveDeltaAndAim()
| Void CSmPlayerDriver::Scripted_MoveDeltaAndAim |
( |
Vec3 | Delta | ) |
|
◆ Scripted_RequestAction()
| Void CSmPlayerDriver::Scripted_RequestAction |
( |
| ) |
|
Same as Scripted_RequestInput(CSmMode::EActionInput::Movement).
◆ Scripted_RequestGunTrigger()
| Void CSmPlayerDriver::Scripted_RequestGunTrigger |
( |
| ) |
|
Same as Scripted_RequestInput(CSmMode::EActionInput::Weapon). This has no effect when ForcedTarget is not Null.
◆ Scripted_RequestInput()
◆ Accuracy
| Real CSmPlayerDriver::Accuracy |
◆ AggroRadius
| Real CSmPlayerDriver::AggroRadius |
◆ AttackFilter
◆ Behaviour
◆ DisengageDistance
| Real CSmPlayerDriver::DisengageDistance |
◆ Escape_AnchorPoint
| Vec3 CSmPlayerDriver::Escape_AnchorPoint |
◆ Escape_DistanceMaxEscape
| Real CSmPlayerDriver::Escape_DistanceMaxEscape |
◆ Escape_DistanceMinEscape
| Real CSmPlayerDriver::Escape_DistanceMinEscape |
◆ Escape_DistanceSafe
| Real CSmPlayerDriver::Escape_DistanceSafe |
◆ FlockAlignmentWeight
| Real CSmPlayerDriver::FlockAlignmentWeight |
Flocking is a work in progress. How much the driver values going the same direction as its neighbours.
◆ FlockCohesionWeight
| Real CSmPlayerDriver::FlockCohesionWeight |
Flocking is a work in progress. How much the driver values going towards its neighbours.
◆ FlockFov
| 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)
◆ FlockPartners
Flocking is a work in progress. You need to fill this array and define a default behaviour for each member of the flock.
◆ FlockRadius
| Real CSmPlayerDriver::FlockRadius |
Flocking is a work in progress. How far the driver see its neighbours.
◆ FlockSeparationWeight
| Real CSmPlayerDriver::FlockSeparationWeight |
Flocking is a work in progress. How much the driver values not hitting its neighbours.
◆ Follow_AnchorPoint
| Vec3 CSmPlayerDriver::Follow_AnchorPoint |
◆ Follow_ForceAimInLeaderDir
| Boolean CSmPlayerDriver::Follow_ForceAimInLeaderDir |
◆ Follow_HasLeader
| Boolean CSmPlayerDriver::Follow_HasLeader |
◆ Follow_Leader
◆ Follow_Offset
| Vec3 CSmPlayerDriver::Follow_Offset |
◆ ForcedTarget
◆ IsStuck
| Boolean const CSmPlayerDriver::IsStuck |
◆ LostTargetChaseDuration
| Integer CSmPlayerDriver::LostTargetChaseDuration |
How long the driver will try to chase its target after it can't see it, 0 to disable.
◆ MaxPathDivergence
| Real CSmPlayerDriver::MaxPathDivergence |
◆ OnStuckInput
◆ Orbit_AnchorPoint
| Vec3 CSmPlayerDriver::Orbit_AnchorPoint |
◆ Orbit_IsClockWise
| Boolean CSmPlayerDriver::Orbit_IsClockWise |
◆ Orbit_Radius
| Real CSmPlayerDriver::Orbit_Radius |
◆ Owner
◆ PathSpeedCoef
| Real CSmPlayerDriver::PathSpeedCoef |
◆ PathState
◆ Patrol_Mode
◆ Patrol_Path
◆ PredictJump
| Boolean CSmPlayerDriver::PredictJump |
◆ PursueTarget
| Boolean CSmPlayerDriver::PursueTarget |
◆ ReactionTime
| Integer CSmPlayerDriver::ReactionTime |
◆ RocketAnticipation
| Boolean CSmPlayerDriver::RocketAnticipation |
◆ Saunter_AnchorPoint
| Vec3 CSmPlayerDriver::Saunter_AnchorPoint |
◆ Saunter_BaseChillingTime
| Integer CSmPlayerDriver::Saunter_BaseChillingTime |
◆ Saunter_ChillingTimeDelta
| Integer CSmPlayerDriver::Saunter_ChillingTimeDelta |
◆ Saunter_Radius
| Real CSmPlayerDriver::Saunter_Radius |
◆ Scripted_ForceAimInMoveDir
| Boolean CSmPlayerDriver::Scripted_ForceAimInMoveDir |
◆ ShootPeriodMax
| Integer CSmPlayerDriver::ShootPeriodMax |
◆ ShootPeriodMin
| Integer CSmPlayerDriver::ShootPeriodMin |
◆ ShootRadius
| Real CSmPlayerDriver::ShootRadius |
◆ Target
◆ TargetDetectionFov
| 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)
◆ TargetMinDistance
| Real CSmPlayerDriver::TargetMinDistance |
◆ TargetsToAvoid
◆ TargetWorldPriority
| 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)
◆ TargetWorldRadius
| Real CSmPlayerDriver::TargetWorldRadius |
If larger than 0.0, this bot can attack destructible parts of the world.
◆ UsePathFinding
| Boolean CSmPlayerDriver::UsePathFinding |
The documentation for this class was generated from the following file: