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UDSDemo.CSSkaarj

Extends
CSPawn
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UDSDemo.CSPawn
            |   
            +-- UDSDemo.CSSkaarj

Direct Known Subclasses:

CSSkaarjTrooper

Variables Summary
boolAttackSuccess
namephrase
bytephrasesyllable
floatvoicePitch
CSSkaarj
boolbButtonPusher
boolbFakeDeath
byteClawDamage
byteLungeDamage
byteSpinDamage
Sounds
soundclaw
soundDie2
soundFootstep
soundFootstep2
soundhairflip
soundhitsound3
soundhitsound4
soundlunge
soundslice
soundspin
soundsyllable1
soundsyllable2
soundsyllable3
soundsyllable4
soundsyllable5
soundsyllable6
Inherited Variables from UDSDemo.CSPawn
BeforeActing, CSMoveTarget, CSShotList
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, bTriggerAutoTargeting, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, FollowingPawn, Hated, HeadOffset, HeadRadius, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, Team, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed

Functions Summary
functioneAttitude AttitudeToCreature (Pawn Other))
function BeginState ()))
Hunting
function BeginState ()))
TakeHit
function Bump (Actor Other))
RangedAttack
function ClawDamageTarget ()))
function EndState ()))
Hunting
function Landed (vector HitNormal))
FallingState
function Landed (vector HitNormal))
TakeHit
function LungeDamageTarget ()))
RangedAttack
function PlayAcquisitionSound ()))
function PlayBigDeath (name DamageType))
function PlayCock ()))
function PlayDive ()))
function PlayFearSound ()))
function PlayGutDeath (name DamageType))
function PlayHeadDeath (name DamageType))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayLeftDeath (name DamageType))
function PlayMeleeAttack ()))
function PlayOutOfWater ()))
function PlayRangedAttack ()))
function PlayRangedAttack ()))
RangedAttack
function PlayRightDeath (name DamageType))
function PlayRoamingSound ()))
function PlaySwimming ()))
function PlayTakeHit (float tweentime, vector HitLoc, int damage))
function PlayTakeHit (float tweentime, vector HitLoc, int damage))
FallingState
function PlayTakeHit (float tweentime, vector HitLoc, int damage))
TakeHit
function PlayTakeHitSound (int Damage, name damageType, int Mult))
function PlayThreateningSound ()))
function PlayTurning ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PreBeginPlay ()))
function PreSetMovement ()))
function PushButtons ()))
function RunStep ()))
function SetMovementPhysics ()))
function Speak ()))
function SpeakOrderTo (ScriptedPawn TeamMember))
function SpeakTo (ScriptedPawn Other))
function SpeechTimer ()))
function SpinDamageTarget ()))
function TweenToFalling ()))
function TweenToFighter (float tweentime))
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToSwimming (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
function WalkStep ()))
function ZoneChange (ZoneInfo newZone))
Inherited Functions from UDSDemo.CSPawn
AnimEnd, BeginCS, EndCS, PlayActWaiting, PlayFollowRunning, PlayFollowWalking, SetFall
Inherited Functions from UnrealShare.ScriptedPawn
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginPlay, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, CheckWithHeadRegion, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FindWanderDest, FireProjectile, FireWeapon, FollowTargetAquired, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, IsHeadShot, 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

States Summary
FallingState Source code
state FallingState
Landed, PlayTakeHit
Hunting Source code
state Hunting
BeginState, EndState
RangedAttack Source code
state RangedAttack
Bump, LungeDamageTarget, PlayRangedAttack
TakeHit Source code
state TakeHit
BeginState, Landed, PlayTakeHit


Variables Detail

AttackSuccess Source code

var bool AttackSuccess;

phrase Source code

var name phrase;

phrasesyllable Source code

var byte phrasesyllable;

voicePitch Source code

var float voicePitch;

CSSkaarj

bButtonPusher Source code

var(CSSkaarj) bool bButtonPusher;

bFakeDeath Source code

var(CSSkaarj) bool bFakeDeath;

ClawDamage Source code

var(CSSkaarj) byte ClawDamage;

LungeDamage Source code

var(CSSkaarj) byte LungeDamage;

SpinDamage Source code

var(CSSkaarj) byte SpinDamage;

Sounds

claw Source code

var(Sounds) sound claw;

Die2 Source code

var(Sounds) sound Die2;

Footstep Source code

var(Sounds) sound Footstep;

Footstep2 Source code

var(Sounds) sound Footstep2;

hairflip Source code

var(Sounds) sound hairflip;

hitsound3 Source code

var(Sounds) sound hitsound3;

hitsound4 Source code

var(Sounds) sound hitsound4;

lunge Source code

var(Sounds) sound lunge;

slice Source code

var(Sounds) sound slice;

spin Source code

var(Sounds) sound spin;

syllable1 Source code

var(Sounds) sound syllable1;

syllable2 Source code

var(Sounds) sound syllable2;

syllable3 Source code

var(Sounds) sound syllable3;

syllable4 Source code

var(Sounds) sound syllable4;

syllable5 Source code

var(Sounds) sound syllable5;

syllable6 Source code

var(Sounds) sound syllable6;


Functions Detail

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

BeginState Hunting Source code

function BeginState ( ) )

BeginState TakeHit Source code

function BeginState ( ) )

Bump RangedAttack Source code

function Bump ( Actor Other) )

ClawDamageTarget Source code

function ClawDamageTarget ( ) )

EndState Hunting Source code

function EndState ( ) )

Landed FallingState Source code

function Landed ( vector HitNormal) )

Landed TakeHit Source code

function Landed ( vector HitNormal) )

LungeDamageTarget RangedAttack Source code

function LungeDamageTarget ( ) )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( ) )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType) )

PlayCock Source code

function PlayCock ( ) )

PlayDive Source code

function PlayDive ( ) )

PlayFearSound Source code

function PlayFearSound ( ) )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType) )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType) )

PlayInAir Source code

function PlayInAir ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType) )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayOutOfWater Source code

function PlayOutOfWater ( ) )

PlayRangedAttack Source code

function PlayRangedAttack ( ) )

PlayRangedAttack RangedAttack Source code

function PlayRangedAttack ( ) )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType) )

PlayRoamingSound Source code

function PlayRoamingSound ( ) )

PlaySwimming Source code

function PlaySwimming ( ) )

PlayTakeHit Source code

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

PlayTakeHit FallingState Source code

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

PlayTakeHit TakeHit Source code

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

PlayTakeHitSound Source code

function PlayTakeHitSound ( int Damage, name damageType, int Mult) )

PlayThreateningSound Source code

function PlayThreateningSound ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( ) )

PlayWalking Source code

function PlayWalking ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

PushButtons Source code

function PushButtons ( ) )

RunStep Source code

function RunStep ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

Speak Source code

function Speak ( ) )

SpeakOrderTo Source code

function SpeakOrderTo ( ScriptedPawn TeamMember) )

SpeakTo Source code

function SpeakTo ( ScriptedPawn Other) )

SpeechTimer Source code

function SpeechTimer ( ) )

SpinDamageTarget Source code

function SpinDamageTarget ( ) )

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) )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )

WalkStep Source code

function WalkStep ( ) )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone) )


Defaultproperties

defaultproperties
{
				LungeDamage=30
				SpinDamage=20
				ClawDamage=15
				HitSound3=Sound'UnrealShare.Skaarj.injur3sk'
				HitSound4=Sound'UnrealShare.Skaarj.injur3sk'
				syllable1=Sound'UnrealShare.Skaarj.syl07sk'
				syllable2=Sound'UnrealShare.Skaarj.syl09sk'
				syllable3=Sound'UnrealShare.Skaarj.syl11sk'
				syllable4=Sound'UnrealShare.Skaarj.syl12sk'
				syllable5=Sound'UnrealShare.Skaarj.syl13sk'
				syllable6=Sound'UnrealShare.Skaarj.syl15sk'
				spin=Sound'UnrealShare.Skaarj.spin1s'
				claw=Sound'UnrealShare.Skaarj.claw2s'
				slice=Sound'UnrealShare.Skaarj.clawhit1s'
				lunge=Sound'UnrealShare.Skaarj.lunge1sk'
				hairflip=Sound'UnrealShare.Skaarj.hairflp2sk'
				Die2=Sound'UnrealShare.Skaarj.death2sk'
				Footstep=Sound'UnrealShare.Cow.walkC'
				Footstep2=Sound'UnrealShare.Cow.walkC'
				VoicePitch=0.500000
				CarcassType=Class'UnrealShare.SkaarjCarcass'
				Aggressiveness=0.500000
				RefireRate=0.500000
				bHasRangedAttack=True
				bMovingRangedAttack=True
				RangedProjectile=Class'UnrealShare.SkaarjProjectile'
				Acquire=Sound'UnrealShare.Skaarj.chalnge1s'
				Roam=Sound'UnrealShare.Skaarj.roam11s'
				Threaten=Sound'UnrealShare.Skaarj.chalnge3s'
				bCanStrafe=True
				MeleeRange=40.000000
				GroundSpeed=440.000000
				AccelRate=1200.000000
				Health=210
				UnderWaterTime=-1.000000
				Intelligence=BRAINS_HUMAN
				HitSound1=Sound'UnrealShare.Skaarj.injur1sk'
				HitSound2=Sound'UnrealShare.Skaarj.injur2sk'
				Die=Sound'UnrealShare.Skaarj.death1sk'
				CombatStyle=0.650000
				DrawType=DT_Mesh
				AmbientSound=Sound'UnrealShare.Skaarj.amb1sk'
				TransientSoundVolume=3.000000
				CollisionRadius=35.000000
				CollisionHeight=46.000000
				Mass=150.000000
				Buoyancy=150.000000
				RotationRate=(Pitch=3072,Yaw=60000,Roll=2048)
}

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Creation time: zo 11-11-2012 21:14:09.022 - Created with UnCodeX