Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealShare.ScriptedPawn | +-- UnrealShare.Cow
BabyCow, TransitionCow
Variables Summary | |
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babyCow | baby |
bool | bForage |
Pawn | ScaryGuy |
vector | StartLocation |
float | VoicePitch |
Cow | |
bool | bHasBaby |
bool | bStayClose |
float | WanderRadius |
Sounds | |
sound | footstep |
sound | shake |
sound | swish |
Enumerations Summary |
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Inherited Enumerations from Engine.Pawn |
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EAttitude, EIntelligence, EPawnSightCheck |
Functions Summary | ||
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AnimEnd ())) Grazing | ||
eAttitude | AttitudeToCreature (Pawn Other)) | |
eAttitude | AttitudeWithFear ())) | |
BeginState ())) Grazing | ||
Bump (actor Other)) Grazing | ||
EndState ())) Grazing | ||
EnemyAcquired ())) Grazing | ||
Help (Cow Other)) | ||
Help (Cow Other)) Grazing | ||
HitWall (vector HitNormal, actor Wall)) Grazing | ||
bool | IsHeadshot (vector HitLocation, vector TraceDir )) | |
PickDestination ())) Grazing | ||
PlayChallenge ())) | ||
PlayDying (name DamageType, vector HitLocation)) | ||
PlayInAir ())) | ||
PlayLanded (float impactVel)) | ||
PlayPatrolStop ())) | ||
PlayRangedAttack ())) | ||
PlayRunning ())) | ||
PlayTakeHit (float tweentime, vector HitLoc, int damage)) | ||
PlayThreatening ())) | ||
PlayTurning ())) | ||
PlayVictoryDance ())) | ||
PlayWaiting ())) | ||
PlayWaitingAmbush ())) | ||
PlayWalking ())) | ||
PostBeginPlay ())) | ||
SeePlayer (Actor SeenPlayer)) Grazing | ||
SetFall ())) Grazing | ||
SetTurn ())) Grazing | ||
Step ())) | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Grazing | ||
bool | TestDirection (vector dir, out vector pick, bool bAlongWall)) Grazing | |
timer ())) Grazing | ||
TweenToFalling ())) | ||
TweenToFighter (float tweentime)) | ||
TweenToPatrolStop (float tweentime)) | ||
TweenToRunning (float tweentime)) | ||
TweenToWaiting (float tweentime)) | ||
TweenToWalking (float tweentime)) |
States Summary |
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Grazing Source code |
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state Grazing |
AnimEnd, BeginState, Bump, EndState, EnemyAcquired, Help, HitWall, PickDestination, SeePlayer, SetFall, SetTurn, TakeDamage, TestDirection, timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { bStayClose=True WanderRadius=500.000000 shake=Sound'UnrealShare.Cow.shakeC' Swish=Sound'UnrealShare.Cow.swishC' Footstep=Sound'UnrealShare.Cow.walkC' CarcassType=Class'UnrealShare.CowCarcass' Orders="Grazing" Aggressiveness=0.500000 bHasRangedAttack=True bIsWuss=True HeadOffset=(X=42.000000,Z=5.000000) HeadRadius=14.000000 Acquire=Sound'UnrealShare.Cow.cMoo1c' Roam=Sound'UnrealShare.Cow.cMoo2c' Threaten=Sound'UnrealShare.Cow.cMoo2c' GroundSpeed=180.000000 WaterSpeed=100.000000 JumpZ=-1.000000 MaxStepHeight=17.000000 bIsCrawler=True SightRadius=1500.000000 PeripheralVision=-10.000000 HearingThreshold=0.700000 Health=60 UnderWaterTime=40.000000 AttitudeToPlayer=ATTITUDE_Ignore Intelligence=BRAINS_REPTILE HitSound1=Sound'UnrealShare.Cow.injurC1c' HitSound2=Sound'UnrealShare.Cow.injurC2c' Die=Sound'UnrealShare.Cow.DeathC1c' CombatStyle=-1.000000 MenuName="Cow" AnimSequence="Walk" DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.NaliCow' AmbientSound=Sound'UnrealShare.Cow.ambCow' CollisionRadius=48.000000 CollisionHeight=32.000000 Mass=120.000000 RotationRate=(Pitch=2048,Yaw=30000,Roll=0) } |
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