Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.Titan

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealI.Titan

Direct Known Subclasses:

StoneTitan

Variables Summary
boolbEndFootStep
boolbLavaTitan
boolbStomp
floatrealSpeed
Sounds
soundchest
soundslap
soundStep
soundStompSound
soundswing
soundthrow
Titan
bytePunchDamage
byteSlapDamage
nameStepEvent
nameStompEvent
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
functioneAttitude AttitudeToCreature (Pawn Other)
event BaseChange ()
function BeginState ()
Sitting
function BeginState ()
WalkOut
function FootStep ()
functionbool NeedToTurn (vector targ)
function PlayAcquisitionSound ()
function PlayChallenge ()
function PlayDying (name DamageType, vector HitLocation)
function PlayFearSound ()
function PlayMeleeAttack ()
function PlayPatrolStop ()
function PlayRangedAttack ()
function PlayRoamingSound ()
function PlayRunning ()
function PlayTakeHit (float tweentime, vector HitLoc, int Damage)
function PlayThreatening ()
function PlayThreateningSound ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaiting ()
function PlayWaitingAmbush ()
function PlayWalking ()
function PunchDamageTarget ()
function SlapDamageTarget ()
function SpawnRock ()
function StartMoving ()
function Stomp ()
function ThrowOther (Pawn Other)
function Trigger (actor Other, pawn EventInstigator)
Sitting
function Trigger (actor Other, pawn EventInstigator)
WalkOut
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function ZoneChange (ZoneInfo newZone)
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
LavaDeath Source code
state LavaDeath
Sitting Source code
state Sitting
BeginState, Trigger
WalkOut Source code
state WalkOut
BeginState, Trigger


Variables Detail

bEndFootStep Source code

var bool bEndFootStep;

bLavaTitan Source code

var bool bLavaTitan;

bStomp Source code

var bool bStomp;

realSpeed Source code

var float realSpeed;

Sounds

chest Source code

var(Sounds) sound chest;

slap Source code

var(Sounds) sound slap;

Step Source code

var(Sounds) sound Step;

StompSound Source code

var(Sounds) sound StompSound;

swing Source code

var(Sounds) sound swing;

throw Source code

var(Sounds) sound throw;

Titan

PunchDamage Source code

var(Titan) byte PunchDamage;

SlapDamage Source code

var(Titan) byte SlapDamage;

StepEvent Source code

var(Titan) name StepEvent;

StompEvent Source code

var(Titan) name StompEvent;


Functions Detail

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

BaseChange Source code

singular event BaseChange ( )

BeginState Sitting Source code

function BeginState ( )

BeginState WalkOut Source code

function BeginState ( )

FootStep Source code

function FootStep ( )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( )

PlayChallenge Source code

function PlayChallenge ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLocation )

PlayFearSound Source code

function PlayFearSound ( )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRoamingSound Source code

function PlayRoamingSound ( )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHit Source code

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

PlayThreatening Source code

function PlayThreatening ( )

PlayThreateningSound Source code

function PlayThreateningSound ( )

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 ( )

PunchDamageTarget Source code

function PunchDamageTarget ( )

SlapDamageTarget Source code

function SlapDamageTarget ( )

SpawnRock Source code

function SpawnRock ( )

StartMoving Source code

function StartMoving ( )

Stomp Source code

function Stomp ( )

ThrowOther Source code

function ThrowOther ( Pawn Other )

Trigger Sitting Source code

function Trigger ( actor Other, pawn EventInstigator )

Trigger WalkOut Source code

function Trigger ( actor Other, pawn EventInstigator )

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 )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )


Defaultproperties

defaultproperties
{
     SlapDamage=85
     PunchDamage=80
     Step=Sound'UnrealI.Titan.step1t'
     StompSound=Sound'UnrealI.Titan.stomp4t'
     Slap=Sound'UnrealI.Titan.slaphit1Ti'
     Swing=Sound'UnrealI.Titan.Swing1t'
     Throw=Sound'UnrealI.Titan.Throw1t'
     Chest=Sound'UnrealI.Titan.chestB2Ti'
     Aggressiveness=8.000000
     RefireRate=0.600000
     WalkingSpeed=0.750000
     bHasRangedAttack=True
     bIsBoss=True
     Acquire=Sound'UnrealI.Titan.yell1t'
     Fear=Sound'UnrealI.Titan.yell2t'
     Roam=Sound'UnrealI.Titan.yell3t'
     Threaten=Sound'UnrealI.Titan.yell2t'
     MeleeRange=140.000000
     GroundSpeed=400.000000
     AirSpeed=400.000000
     AccelRate=1000.000000
     JumpZ=-1.000000
     Visibility=255
     Health=1800
     ReducedDamageType=exploded
     ReducedDamagePct=0.300000
     Intelligence=BRAINS_REPTILE
     HitSound1=Sound'UnrealI.Titan.injur1t'
     HitSound2=Sound'UnrealI.Titan.injur2t'
     Land=Sound'UnrealI.Titan.stomp4t'
     Die=Sound'UnrealI.Titan.death1t'
     CombatStyle=0.850000
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealI.Titan1'
     SoundRadius=32
     SoundVolume=250
     AmbientSound=Sound'UnrealI.Titan.amb1Ti'
     TransientSoundVolume=20.000000
     CollisionRadius=115.000000
     CollisionHeight=110.000000
     Mass=2000.000000
     RotationRate=(Pitch=0,Yaw=30000,Roll=0)
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: za 22-4-2006 13:07:21.812 - Created with UnCodeX