UPak.Predator
- 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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+-- UPak.Predator
Direct Known Subclasses:
PredatorPathUser, TransitionPredator
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 |
Structures Summary |
NavPtInfo NavPt, Distance, bReachable, bVisibleToEnemy |
Functions Summary |
| | AnimEnd ())) Hiding |
| | AnimEnd ())) Waiting |
| eAttitude | AttitudeTo (Pawn Other))
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| eAttitude | AttitudeToCreature (Pawn Other))
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| eAttitude | AttitudeWithFear ()))
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| | BeginState ())) Attacking |
| | BeginState ())) Hiding |
| | BeginState ())) Hunting |
| | BeginState ())) TakeHit |
| | BeginState ())) Waiting |
| | BiteDamageTarget ()))
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| | Bump (actor Other)) Hiding |
| | Bump (actor Other)) Waiting |
| bool | CanFireAtEnemy ()))
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| | ChangeDestination ())) Hiding |
| | ChooseAttackMode ())) Attacking |
| | damageAttitudeTo (pawn Other))
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| | EndState ())) Hunting |
| | EnemyAcquired ())) Waiting |
| | EnemyNotVisible ())) Attacking |
| bool | FindBestPathToward (actor desired ))
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| float | GetAllHealth ()))
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| float | GetGroupHealth ()))
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| | HitWall (vector HitNormal, actor Wall)) Hiding |
| bool | InMeleeRange (Pawn Other ))
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| | Landed (vector HitNormal)) FallingState |
| | Landed (vector HitNormal)) TakeHit |
| | Landed (vector HitNormal)) Waiting |
| | MayFall ()))
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| | NotifyPeers (name Message, Pawn Other ))
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| | PeerNotification (Pawn Instigator, name Message, Pawn Other ))
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| | PeerNotification (Pawn Instigator, name Message, Pawn Other )) Attacking |
| | PeerNotification (Pawn Instigator, name Message, Pawn Other )) Charging |
| | PeerNotification (Pawn Instigator, name Message, Pawn Other )) Hiding |
| | PeerNotification (Pawn Instigator, name Message, Pawn Other )) MeleeAttack |
| | PeerNotification (Pawn Instigator, name Message, Pawn Other )) Waiting |
| | PickDestination ())) Hiding |
| | PickNextSpot ())) Hiding |
| | PlayBigDeath (name DamageType))
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| | PlayChallenge ()))
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| | PlayCock ()))
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| | PlayDive ()))
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| | PlayFearSound ()))
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| | PlayGutDeath (name DamageType))
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| | PlayGutHit (float tweentime)
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| | PlayHeadDeath (name DamageType))
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| | PlayHeadHit (float tweentime)
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| | PlayInAir ()))
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| | PlayLanded (float impactVel))
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| | PlayLeftDeath (name DamageType))
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| | PlayLeftHit (float tweentime)
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| | PlayMeleeAttack ()))
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| | PlayMovingAttack ()))
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| | PlayOutOfWater ()))
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| | PlayPatrolStop ()))
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| | PlayRightDeath (name DamageType))
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| | PlayRightHit (float tweentime)
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| | PlayRunning ()))
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| | PlaySwimming ()))
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| | PlayTakeHit (float tweentime, vector HitLoc, int damage))
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| | PlayTakeHit (float tweentime, vector HitLoc, int damage)) FallingState |
| | PlayTakeHit (float tweentime, vector HitLoc, int damage)) TakeHit |
| | PlayTakeHitSound (int Damage, name damageType, int Mult))
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| | PlayThreatening ()))
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| | PlayTurning ()))
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| | PlayVictoryDance ()))
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| | PlayWaiting ()))
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| | PlayWaitingAmbush ()))
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| | PlayWalking ()))
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| | PreBeginPlay ()))
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| | PreSetMovement ()))
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| | ReachedHome ())) Hiding |
| | RunStep ()))
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| | SetFall ())) Hiding |
| | SetMovementPhysics ()))
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| | TakeDamage (int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, name DamageType ))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )) Attacking |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )) Charging |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hiding |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )) MeleeAttack |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Waiting |
| | TakeDamageAndNotifyGroup (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType ))
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| | Timer ())) Attacking |
| | Timer ())) Hiding |
| | Timer ())) Waiting |
| | TryToDuck (vector duckDir, bool bReversed))
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| | TurnAround ())) Hiding |
| | TweenToFalling ()))
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| | TweenToFighter (float tweentime))
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| | TweenToPatrolStop (float tweentime))
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| | TweenToRunning (float tweentime))
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| | TweenToSwimming (float tweentime))
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| | TweenToWaiting (float tweentime))
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| | TweenToWalking (float tweentime))
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| | WalkStep ()))
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| | ZoneChange (ZoneInfo newZone))
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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 |
Hiding Source code |
state Hiding
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AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PeerNotification, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer, TurnAround |
var float AllHealth;
var int DestListSize;
var float GroupHealth;
Predator
Sounds
var(Sounds) sound Bite;
var(Sounds) sound Fear2;
var(Sounds) sound Fear3;
var(Sounds) sound Footstep;
var(Sounds) sound Footstep2;
var(Sounds) sound hitsound3;
var(Sounds) sound hitsound4;
function AnimEnd ( ) )
function AnimEnd ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BiteDamageTarget ( ) )
function Bump (
actor Other) )
function Bump (
actor Other) )
function bool CanFireAtEnemy ( ) )
ChangeDestination Hiding Source code
function ChangeDestination ( ) )
ChooseAttackMode Attacking Source code
function ChooseAttackMode ( ) )
function damageAttitudeTo (
pawn Other) )
function EndState ( ) )
function EnemyAcquired ( ) )
EnemyNotVisible Attacking Source code
function EnemyNotVisible ( ) )
function bool FindBestPathToward (
actor desired ) )
function float GetAllHealth ( ) )
function float GetGroupHealth ( ) )
function bool InMeleeRange (
Pawn Other ) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function MayFall ( ) )
function NotifyPeers (
name Message,
Pawn Other ) )
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 ( ) )
function PickNextSpot ( ) )
function PlayChallenge ( ) )
function PlayCock ( ) )
function PlayDive ( ) )
function PlayFearSound ( ) )
function PlayGutHit ( float tweentime )
function PlayHeadHit ( float tweentime )
function PlayInAir ( ) )
function PlayLanded ( float impactVel) )
function PlayLeftHit ( float tweentime )
function PlayMeleeAttack ( ) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayPatrolStop ( ) )
function PlayRightHit ( float tweentime )
function PlayRunning ( ) )
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 PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PreBeginPlay ( ) )
function PreSetMovement ( ) )
function ReachedHome ( ) )
function RunStep ( ) )
function SetFall ( ) )
function SetMovementPhysics ( ) )
TakeDamage MeleeAttack Source code
TakeDamageAndNotifyGroup Source code
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function TryToDuck (
vector duckDir,
bool bReversed) )
function TurnAround ( ) )
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
{
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