- Extends
- CSPawn
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealShare.ScriptedPawn
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+-- UDSDemo.CSPawn
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+-- UDSDemo.CSSkaarj
Direct Known Subclasses:
CSSkaarjTrooper
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 |
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 |
var bool AttackSuccess;
var name phrase;
var byte phrasesyllable;
var float voicePitch;
CSSkaarj
Sounds
var(Sounds) sound claw;
var(Sounds) sound Die2;
var(Sounds) sound Footstep;
var(Sounds) sound Footstep2;
var(Sounds) sound hairflip;
var(Sounds) sound hitsound3;
var(Sounds) sound hitsound4;
var(Sounds) sound lunge;
var(Sounds) sound slice;
var(Sounds) sound spin;
var(Sounds) sound syllable1;
var(Sounds) sound syllable2;
var(Sounds) sound syllable3;
var(Sounds) sound syllable4;
var(Sounds) sound syllable5;
var(Sounds) sound syllable6;
function BeginState ( ) )
function BeginState ( ) )
function Bump (
Actor Other) )
function ClawDamageTarget ( ) )
function EndState ( ) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
LungeDamageTarget RangedAttack Source code
function LungeDamageTarget ( ) )
function PlayAcquisitionSound ( ) )
function PlayCock ( ) )
function PlayDive ( ) )
function PlayFearSound ( ) )
function PlayInAir ( ) )
function PlayLanded ( float impactVel) )
function PlayMeleeAttack ( ) )
function PlayOutOfWater ( ) )
function PlayRangedAttack ( ) )
PlayRangedAttack RangedAttack Source code
function PlayRangedAttack ( ) )
function PlayRoamingSound ( ) )
function PlaySwimming ( ) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
PlayTakeHit FallingState Source code
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
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 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) )
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