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UnrealShare.Tentacle

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealShare.Tentacle

Variables Summary
Sounds
soundmebax
soundSmack
soundwhip
Tentacle
intWhipDamage
Inherited Variables from UnrealShare.ScriptedPawn
Acquire, Aggressiveness, bCanBePissed, bCanDuck, bCanFire, bCanSpeak, bChangeDir, bClearShot, bCrouching, bDelayedPatrol, bFiringPaused, bFirstHatePlayer, bFirstShot, bFrustrated, bGreenBlood, bHasRangedAttack, bHateWhenTriggered, bIgnoreFriends, bInitialFear, bIsBoss, bIsSpeaking, bIsWuss, bLeadTarget, bMoraleBoosted, bMovingRangedAttack, bNoWait, bQuiet, bReadyToAttack, bSpecialGoal, bSpecialPausing, bStrafeDir, bTeamLeader, bTeamSpeaking, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, Team, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
function AddVelocity (vector NewVelocity)
functioneAttitude AttitudeToCreature (Pawn Other)
functionbool CanFireAtEnemy ()
function ChooseAttackMode ()
Attacking
function Drop ()
function Falling ()
function PlayChallenge ()
function PlayDying (name DamageType, vector HitLocation)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayMeleeAttack ()
function PlayPatrolStop ()
function PlayRangedAttack ()
function PlayRunning ()
function PlayTakeHit (float tweentime, vector HitLoc, int Damage)
function PlayThreatening ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaiting ()
function PlayWaitingAmbush ()
function PlayWalking ()
function PostBeginPlay ()
function PreSetMovement ()
functionbool SetEnemy (Pawn NewEnemy)
function SetMovementPhysics ()
function SmackTarget ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
StakeOut
function TweenToFalling ()
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function WhatToDoNext (name LikelyState, name LikelyLabel)
Inherited Functions from UnrealShare.ScriptedPawn
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, JumpOffPawn, JumpOutOfWater, KeepAttacking, Killed, Landed, LongFall, MayFall, MeleeDamageTarget, NearWall, NeedToTurn, PickDestination, PickGuardDestination, PickNextSpot, PickThreatenDestination, PlayAcquisitionSound, PlayChallenge, PlayCombatMove, PlayDeathHit, PlayFearSound, PlayFiring, PlayGutHit, PlayHeadHit, PlayHit, PlayHitAnim, PlayLeftHit, PlayMeleeAttack, PlayRangedAttack, PlayRightHit, PlayRoamingSound, PlayThreateningSound, PlayWaitAround, PreBeginPlay, ReachedHome, RelativeStrength, SeePlayer, SetAlarm, SetAlertness, SetEnemy, SetFall, SetHome, SetMovementPhysics, SetTeam, SpawnCarcass, SpawnGibbedCarcass, Speak, SpeakOrderTo, SpeakTo, StartRoaming, StopFiring, StopWaiting, StrafeAdjust, StrafeFromDamage, TakeDamage, TestDirection, Timer, Touch, Trigger, TriggerFirstHate, TryToCrouch, TryToDuck, ValidRecovery, WarnTarget, WhatToDoNext, ZoneChange
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, WaitForLanding, WalkTexture, WarnTarget

States Summary
Acquisition Source code
state Acquisition
Attacking Source code
state Attacking
ChooseAttackMode
StakeOut Source code
state StakeOut
TakeDamage


Variables Detail

Sounds

mebax Source code

var(Sounds) sound mebax;

Smack Source code

var(Sounds) sound Smack;

whip Source code

var(Sounds) sound whip;

Tentacle

WhipDamage Source code

var(Tentacle) int WhipDamage;


Functions Detail

AddVelocity Source code

simulated function AddVelocity ( vector NewVelocity )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( )

Drop Source code

function Drop ( )

Falling Source code

singular function Falling ( )

PlayChallenge Source code

function PlayChallenge ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLocation )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHit Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int Damage )

PlayThreatening Source code

function PlayThreatening ( )

PlayTurning Source code

function PlayTurning ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( )

PlayWalking Source code

function PlayWalking ( )

PostBeginPlay Source code

function PostBeginPlay ( )

PreSetMovement Source code

function PreSetMovement ( )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SmackTarget Source code

function SmackTarget ( )

TakeDamage StakeOut Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

TweenToFalling Source code

function TweenToFalling ( )

TweenToFighter Source code

function TweenToFighter ( float tweentime )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime )

TweenToRunning Source code

function TweenToRunning ( float tweentime )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )

WhatToDoNext Source code

function WhatToDoNext ( name LikelyState, name LikelyLabel )


Defaultproperties

defaultproperties
{
     mebax=Sound'UnrealShare.Tentacle.curltn'
     Whip=Sound'UnrealShare.Tentacle.strike2tn'
     Smack=Sound'UnrealShare.Tentacle.splat2tn'
     CarcassType=Class'UnrealShare.TentacleCarcass'
     Aggressiveness=1.000000
     RefireRate=0.700000
     bHasRangedAttack=True
     bMovingRangedAttack=True
     bLeadTarget=False
     RangedProjectile=Class'UnrealShare.TentacleProjectile'
     Acquire=Sound'UnrealShare.Tentacle.yell1tn'
     Fear=Sound'UnrealShare.Tentacle.injured2tn'
     Roam=Sound'UnrealShare.Tentacle.waver1tn'
     Threaten=Sound'UnrealShare.Tentacle.yell2tn'
     MeleeRange=70.000000
     WaterSpeed=100.000000
     AccelRate=100.000000
     JumpZ=10.000000
     SightRadius=1000.000000
     PeripheralVision=-2.000000
     HearingThreshold=10.000000
     Health=50
     UnderWaterTime=-1.000000
     Intelligence=BRAINS_REPTILE
     HitSound1=Sound'UnrealShare.Tentacle.injured1tn'
     HitSound2=Sound'UnrealShare.Tentacle.injured2tn'
     Land=Sound'UnrealShare.Tentacle.splat2tn'
     Die=Sound'UnrealShare.Tentacle.death2tn'
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealShare.Tentacle1'
     CollisionRadius=28.000000
     CollisionHeight=36.000000
     Mass=200.000000
     Buoyancy=400.000000
     RotationRate=(Pitch=0,Yaw=30000,Roll=0)
}

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Creation time: za 22-4-2006 13:01:28.015 - Created with UnCodeX