class ScrnBotPawn extends KFHumanPawn; simulated function PostNetBeginPlay() { local SquadAI S; super.PostNetBeginPlay(); // C&P from UnrealPawn, because it seems like Squad isn't set for pawns placed on level if ( Role == ROLE_Authority && Bot(Controller) != none && Bot(Controller).Squad == none ) { ForEach DynamicActors(class'SquadAI',S,SquadName) break; if ( S == None ) S = spawn(class'SquadAI'); S.Tag = SquadName; if ( bIsSquadLeader || (S.SquadLeader == None) ) { S.SetLeader(Controller); S.Team = UnrealTeamInfo(Controller.PlayerReplicationInfo.Team); } S.AddBot(Bot(Controller)); } } defaultproperties { SquadName="BotSquad" ControllerClass=Class'ScrnTestGroundsUtil.ScrnInvasionBot' }