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UPak.Predator

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UPak.Predator

Direct Known Subclasses:

PredatorPathUser, TransitionPredator

Variables Summary
floatAllHealth
intDestListSize
NavPtInfoDestList[32]
floatGroupHealth
PathNodeIteratorpni
Predator
floatAttackThreshold
boolbDebugLog
byteBiteDamage
floatGroupRadius
floatRetreatThreshold
Sounds
soundBite
soundFear2
soundFear3
soundFootstep
soundFootstep2
soundhitsound3
soundhitsound4
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

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence, EPawnSightCheck

Structures Summary
NavPtInfo
NavPt, Distance, bReachable, bVisibleToEnemy

Functions Summary
function AnimEnd ()))
Hiding
function AnimEnd ()))
Waiting
functioneAttitude AttitudeTo (Pawn Other))
functioneAttitude AttitudeToCreature (Pawn Other))
functioneAttitude AttitudeWithFear ()))
function BeginState ()))
Attacking
function BeginState ()))
Hiding
function BeginState ()))
Hunting
function BeginState ()))
TakeHit
function BeginState ()))
Waiting
function BiteDamageTarget ()))
function Bump (actor Other))
Hiding
function Bump (actor Other))
Waiting
functionbool CanFireAtEnemy ()))
function ChangeDestination ()))
Hiding
function ChooseAttackMode ()))
Attacking
function damageAttitudeTo (pawn Other))
function EndState ()))
Hunting
function EnemyAcquired ()))
Waiting
function EnemyNotVisible ()))
Attacking
functionbool FindBestPathToward (actor desired ))
functionfloat GetAllHealth ()))
functionfloat GetGroupHealth ()))
function HitWall (vector HitNormal, actor Wall))
Hiding
functionbool InMeleeRange (Pawn Other ))
function Landed (vector HitNormal))
FallingState
function Landed (vector HitNormal))
TakeHit
function Landed (vector HitNormal))
Waiting
function MayFall ()))
function NotifyPeers (name Message, Pawn Other ))
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
Attacking
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
Charging
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
Hiding
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
MeleeAttack
function PeerNotification (Pawn Instigator, name Message, Pawn Other ))
Waiting
function PickDestination ()))
Hiding
function PickNextSpot ()))
Hiding
function PlayBigDeath (name DamageType))
function PlayChallenge ()))
function PlayCock ()))
function PlayDive ()))
function PlayFearSound ()))
function PlayGutDeath (name DamageType))
function PlayGutHit (float tweentime)
function PlayHeadDeath (name DamageType))
function PlayHeadHit (float tweentime)
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayLeftDeath (name DamageType))
function PlayLeftHit (float tweentime)
function PlayMeleeAttack ()))
function PlayMovingAttack ()))
function PlayOutOfWater ()))
function PlayPatrolStop ()))
function PlayRightDeath (name DamageType))
function PlayRightHit (float tweentime)
function PlayRunning ()))
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 PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWaitingAmbush ()))
function PlayWalking ()))
function PreBeginPlay ()))
function PreSetMovement ()))
function ReachedHome ()))
Hiding
function RunStep ()))
function SetFall ()))
Hiding
function SetMovementPhysics ()))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, name DamageType ))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ))
Attacking
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ))
Charging
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Hiding
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ))
MeleeAttack
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Waiting
function TakeDamageAndNotifyGroup (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ))
function Timer ()))
Attacking
function Timer ()))
Hiding
function Timer ()))
Waiting
function TryToDuck (vector duckDir, bool bReversed))
function TurnAround ()))
Hiding
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 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

States Summary
Attacking Source code
state Attacking
BeginState, ChooseAttackMode, EnemyNotVisible, PeerNotification, TakeDamage, Timer
Charging Source code
state Charging
PeerNotification, TakeDamage
FallingState Source code
state FallingState
Landed, PlayTakeHit
Hiding Source code
state Hiding
AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PeerNotification, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer, TurnAround
Hunting Source code
state Hunting
BeginState, EndState
MeleeAttack Source code
state MeleeAttack
PeerNotification, TakeDamage
Retreating Source code
state Retreating
TakeHit Source code
state TakeHit
BeginState, Landed, PlayTakeHit
Waiting Source code
state Waiting
AnimEnd, BeginState, Bump, EnemyAcquired, Landed, PeerNotification, TakeDamage, Timer


Variables Detail

AllHealth Source code

var float AllHealth;

DestListSize Source code

var int DestListSize;

DestList[32] Source code

var NavPtInfo DestList[32];

GroupHealth Source code

var float GroupHealth;

pni Source code

var PathNodeIterator pni;

Predator

AttackThreshold Source code

var(Predator) float AttackThreshold;

bDebugLog Source code

var(Predator) bool bDebugLog;

BiteDamage Source code

var(Predator) byte BiteDamage;

GroupRadius Source code

var(Predator) float GroupRadius;

RetreatThreshold Source code

var(Predator) float RetreatThreshold;

Sounds

Bite Source code

var(Sounds) sound Bite;

Fear2 Source code

var(Sounds) sound Fear2;

Fear3 Source code

var(Sounds) sound Fear3;

Footstep Source code

var(Sounds) sound Footstep;

Footstep2 Source code

var(Sounds) sound Footstep2;

hitsound3 Source code

var(Sounds) sound hitsound3;

hitsound4 Source code

var(Sounds) sound hitsound4;


Structures Detail

NavPtInfo Source code

struct NavPtInfo
{
var bool bReachable;
var bool bVisibleToEnemy;
var float Distance;
var NavigationPoint NavPt;
};



Functions Detail

AnimEnd Hiding Source code

function AnimEnd ( ) )

AnimEnd Waiting Source code

function AnimEnd ( ) )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other) )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

AttitudeWithFear Source code

function eAttitude AttitudeWithFear ( ) )

BeginState Attacking Source code

function BeginState ( ) )

BeginState Hiding Source code

function BeginState ( ) )

BeginState Hunting Source code

function BeginState ( ) )

BeginState TakeHit Source code

function BeginState ( ) )

BeginState Waiting Source code

function BeginState ( ) )

BiteDamageTarget Source code

function BiteDamageTarget ( ) )

Bump Hiding Source code

function Bump ( actor Other) )

Bump Waiting Source code

function Bump ( actor Other) )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( ) )

ChangeDestination Hiding Source code

function ChangeDestination ( ) )

ChooseAttackMode Attacking Source code

function ChooseAttackMode ( ) )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other) )

EndState Hunting Source code

function EndState ( ) )

EnemyAcquired Waiting Source code

function EnemyAcquired ( ) )

EnemyNotVisible Attacking Source code

function EnemyNotVisible ( ) )

FindBestPathToward Source code

function bool FindBestPathToward ( actor desired ) )

GetAllHealth Source code

function float GetAllHealth ( ) )

GetGroupHealth Source code

function float GetGroupHealth ( ) )

HitWall Hiding Source code

function HitWall ( vector HitNormal, actor Wall) )

InMeleeRange Source code

function bool InMeleeRange ( Pawn Other ) )

Landed FallingState Source code

function Landed ( vector HitNormal) )

Landed TakeHit Source code

function Landed ( vector HitNormal) )

Landed Waiting Source code

function Landed ( vector HitNormal) )

MayFall Source code

function MayFall ( ) )

NotifyPeers Source code

function NotifyPeers ( name Message, Pawn Other ) )

PeerNotification Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PeerNotification Attacking Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PeerNotification Charging Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PeerNotification Hiding Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PeerNotification MeleeAttack Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PeerNotification Waiting Source code

function PeerNotification ( Pawn Instigator, name Message, Pawn Other ) )

PickDestination Hiding Source code

function PickDestination ( ) )

PickNextSpot Hiding Source code

function PickNextSpot ( ) )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayCock Source code

function PlayCock ( ) )

PlayDive Source code

function PlayDive ( ) )

PlayFearSound Source code

function PlayFearSound ( ) )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType) )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType) )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayInAir Source code

function PlayInAir ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType) )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayMovingAttack Source code

function PlayMovingAttack ( ) )

PlayOutOfWater Source code

function PlayOutOfWater ( ) )

PlayPatrolStop Source code

function PlayPatrolStop ( ) )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType) )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRunning Source code

function PlayRunning ( ) )

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) )

PlayThreatening Source code

function PlayThreatening ( ) )

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 ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

PreSetMovement Source code

function PreSetMovement ( ) )

ReachedHome Hiding Source code

function ReachedHome ( ) )

RunStep Source code

function RunStep ( ) )

SetFall Hiding Source code

function SetFall ( ) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, name DamageType ) )

TakeDamage Attacking Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ) )

TakeDamage Charging Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ) )

TakeDamage Hiding Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamage MeleeAttack Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ) )

TakeDamage Waiting Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

TakeDamageAndNotifyGroup Source code

function TakeDamageAndNotifyGroup ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ) )

Timer Attacking Source code

function Timer ( ) )

Timer Hiding Source code

function Timer ( ) )

Timer Waiting Source code

function Timer ( ) )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TurnAround Hiding Source code

function TurnAround ( ) )

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
{
				BiteDamage=5
				AttackThreshold=300.000000
				RetreatThreshold=150.000000
				GroupRadius=512.000000
				HitSound3=Sound'UPak.Predator.hurt3'
				bite=Sound'UPak.Predator.bite'
				Footstep=Sound'UPak.Predator.step1'
				Footstep2=Sound'UPak.Predator.step2'
				fear2=Sound'UPak.Predator.fear2'
				fear3=Sound'UPak.Predator.fear3'
				GroupHealth=100.000000
				AllHealth=100.000000
				CarcassType=Class'UPak.PredatorCarcass'
				RefireRate=0.500000
				bIsWuss=True
				bLeadTarget=False
				bWarnTarget=False
				Acquire=Sound'UPak.Predator.hate'
				Fear=Sound'UPak.Predator.fear1'
				Roam=Sound'UPak.Predator.Idle'
				Threaten=Sound'UPak.Predator.hate'
				MeleeRange=60.000000
				GroundSpeed=525.000000
				AccelRate=1200.000000
				JumpZ=225.000000
				bIsCrawler=True
				PeripheralVision=-1.000000
				UnderWaterTime=-1.000000
				AttitudeToPlayer=ATTITUDE_Ignore
				HitSound1=Sound'UPak.Predator.hurt1'
				HitSound2=Sound'UPak.Predator.hurt2'
				Die=Sound'UPak.Predator.Die'
				CombatStyle=1.000000
				DrawType=DT_Mesh
				Mesh=LodMesh'UPak.Predator'
				AmbientSound=Sound'UPak.Predator.Idle'
				TransientSoundVolume=3.000000
				CollisionRadius=16.000000
				CollisionHeight=32.000000
				Mass=50.000000
				Buoyancy=50.000000
				RotationRate=(Pitch=3072,Yaw=120000,Roll=2048)
}

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Creation time: zo 11-11-2012 21:14:11.850 - Created with UnCodeX