- Extends
- ScriptedPawn
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealShare.ScriptedPawn
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+-- UnrealI.Titan
Direct Known Subclasses:
StoneTitan
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 Variables from Engine.Pawn |
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bClientSimFall, bClientTick, bCountJumps, bDoAutoSerpentine, bDrowning, bDuck, BeaconOffset, bEnhancedSightCheck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsBleeding, bIsCrawler, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, BleedingActor, bLook, bLOSflag, bNeverSwitchOnPickup, bNoStopAtLedge, bPostRender2D, bReducedSpeed, bRepHealth, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bUseNoWalkInAir, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, HuntOffDistance, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MenuNameDative, MinHitWall, MovementStart, 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, SerpentineDist, SerpentineTime, Shadow, SharedAlarmTag, SightCheckType, SightCounter, SightDistanceMulti, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
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 |
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, EndClimbing, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetModifiedAttitude, GetMultiSkin, GetRating, GetTeamNum, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, IsHeadShot, 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, PostRender2D, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StartClimbing, 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 |
var bool bEndFootStep;
var bool bLavaTitan;
var bool bStomp;
var float realSpeed;
Sounds
var(Sounds) sound slap;
var(Sounds) sound Step;
var(Sounds) sound StompSound;
var(Sounds) sound swing;
var(Sounds) sound throw;
Titan
var(
Titan)
byte PunchDamage;
var(
Titan)
byte SlapDamage;
var(
Titan)
name StepEvent;
var(
Titan)
name StompEvent;
singular event BaseChange ( ) )
function BeginState ( ) )
function BeginState ( ) )
function FootStep ( ) )
simulated
function bool IsHeadshot (
vector HitLocation,
vector TraceDir ) )
function bool NeedToTurn (
vector targ) )
function PlayAcquisitionSound ( ) )
function PlayChallenge ( ) )
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 TweenToFighter ( float tweentime) )
function TweenToPatrolStop ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
function ZoneChange (
ZoneInfo newZone) )
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
HeadOffset=(X=80.000000,Z=65.000000)
HeadRadius=26.000000
Acquire=Sound'UnrealI.Titan.yell1t'
Fear=Sound'UnrealI.Titan.yell2t'
Roam=Sound'UnrealI.Titan.yell3t'
Threaten=Sound'UnrealI.Titan.yell2t'
bUseNoWalkInAir=False
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
AnimSequence="TFigh001"
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)
}
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Creation time: zo 11-11-2012 21:14:13.287 - Created with
UnCodeX