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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealShare.ScriptedPawn
|
+-- UPak.Predator
PredatorPathUser, TransitionPredator
| Variables Summary | |
|---|---|
| float | AllHealth |
| int | DestListSize |
| NavPtInfo | DestList[32] |
| float | GroupHealth |
| PathNodeIterator | pni |
| Predator | |
| float | AttackThreshold |
| bool | bDebugLog |
| byte | BiteDamage |
| float | GroupRadius |
| float | RetreatThreshold |
| Sounds | |
| sound | Bite |
| sound | Fear2 |
| sound | Fear3 |
| sound | Footstep |
| sound | Footstep2 |
| sound | hitsound3 |
| sound | hitsound4 |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Pawn |
|---|
| EAttitude, EIntelligence, EPawnSightCheck |
| Structures Summary | ||
|---|---|---|
| NavPtInfo NavPt, Distance, bReachable, bVisibleToEnemy | ||
| Functions Summary | ||
|---|---|---|
![]() | AnimEnd ())) Hiding | |
![]() | AnimEnd ())) Waiting | |
![]() | eAttitude | AttitudeTo (Pawn Other)) |
![]() | eAttitude | AttitudeToCreature (Pawn Other)) |
![]() | eAttitude | AttitudeWithFear ())) |
![]() | BeginState ())) Attacking | |
![]() | BeginState ())) Hiding | |
![]() | BeginState ())) Hunting | |
![]() | BeginState ())) TakeHit | |
![]() | BeginState ())) Waiting | |
![]() | BiteDamageTarget ())) | |
![]() | Bump (actor Other)) Hiding | |
![]() | Bump (actor Other)) Waiting | |
![]() | bool | CanFireAtEnemy ())) |
![]() | ChangeDestination ())) Hiding | |
![]() | ChooseAttackMode ())) Attacking | |
![]() | damageAttitudeTo (pawn Other)) | |
![]() | EndState ())) Hunting | |
![]() | EnemyAcquired ())) Waiting | |
![]() | EnemyNotVisible ())) Attacking | |
![]() | bool | FindBestPathToward (actor desired )) |
![]() | float | GetAllHealth ())) |
![]() | float | GetGroupHealth ())) |
![]() | HitWall (vector HitNormal, actor Wall)) Hiding | |
![]() | bool | InMeleeRange (Pawn Other )) |
![]() | Landed (vector HitNormal)) FallingState | |
![]() | Landed (vector HitNormal)) TakeHit | |
![]() | Landed (vector HitNormal)) Waiting | |
![]() | MayFall ())) | |
![]() | NotifyPeers (name Message, Pawn Other )) | |
![]() | PeerNotification (Pawn Instigator, name Message, Pawn Other )) | |
![]() | 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)) | |
![]() | PlayChallenge ())) | |
![]() | PlayCock ())) | |
![]() | PlayDive ())) | |
![]() | PlayFearSound ())) | |
![]() | PlayGutDeath (name DamageType)) | |
![]() | PlayGutHit (float tweentime) | |
![]() | PlayHeadDeath (name DamageType)) | |
![]() | PlayHeadHit (float tweentime) | |
![]() | PlayInAir ())) | |
![]() | PlayLanded (float impactVel)) | |
![]() | PlayLeftDeath (name DamageType)) | |
![]() | PlayLeftHit (float tweentime) | |
![]() | PlayMeleeAttack ())) | |
![]() | PlayMovingAttack ())) | |
![]() | PlayOutOfWater ())) | |
![]() | PlayPatrolStop ())) | |
![]() | PlayRightDeath (name DamageType)) | |
![]() | PlayRightHit (float tweentime) | |
![]() | PlayRunning ())) | |
![]() | PlaySwimming ())) | |
![]() | PlayTakeHit (float tweentime, vector HitLoc, int damage)) | |
![]() | PlayTakeHit (float tweentime, vector HitLoc, int damage)) FallingState | |
![]() | PlayTakeHit (float tweentime, vector HitLoc, int damage)) TakeHit | |
![]() | PlayTakeHitSound (int Damage, name damageType, int Mult)) | |
![]() | PlayThreatening ())) | |
![]() | PlayTurning ())) | |
![]() | PlayVictoryDance ())) | |
![]() | PlayWaiting ())) | |
![]() | PlayWaitingAmbush ())) | |
![]() | PlayWalking ())) | |
![]() | PreBeginPlay ())) | |
![]() | PreSetMovement ())) | |
![]() | ReachedHome ())) Hiding | |
![]() | RunStep ())) | |
![]() | SetFall ())) Hiding | |
![]() | SetMovementPhysics ())) | |
![]() | TakeDamage (int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, name DamageType )) | |
![]() | 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 )) | |
![]() | Timer ())) Attacking | |
![]() | Timer ())) Hiding | |
![]() | Timer ())) Waiting | |
![]() | TryToDuck (vector duckDir, bool bReversed)) | |
![]() | TurnAround ())) Hiding | |
![]() | TweenToFalling ())) | |
![]() | TweenToFighter (float tweentime)) | |
![]() | TweenToPatrolStop (float tweentime)) | |
![]() | TweenToRunning (float tweentime)) | |
![]() | TweenToSwimming (float tweentime)) | |
![]() | TweenToWaiting (float tweentime)) | |
![]() | TweenToWalking (float tweentime)) | |
![]() | WalkStep ())) | |
![]() | ZoneChange (ZoneInfo newZone)) | |
| 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 |
|---|
| Structures Detail |
|---|
var bool bReachable;};
var bool bVisibleToEnemy;
var float Distance;
var NavigationPoint NavPt;
| Functions Detail |
|---|
AnimEnd Hiding Source code
AnimEnd Waiting Source code
AttitudeTo Source code
AttitudeToCreature Source code
AttitudeWithFear Source code
BeginState Attacking Source code
BeginState Hiding Source code
BeginState Hunting Source code
BeginState TakeHit Source code
BeginState Waiting Source code
BiteDamageTarget Source code
Bump Hiding Source code
Bump Waiting Source code
CanFireAtEnemy Source code
ChangeDestination Hiding Source code
ChooseAttackMode Attacking Source code
damageAttitudeTo Source code
EndState Hunting Source code
EnemyAcquired Waiting Source code
EnemyNotVisible Attacking Source code
FindBestPathToward Source code
GetAllHealth Source code
GetGroupHealth Source code
HitWall Hiding Source code
InMeleeRange Source code
Landed FallingState Source code
Landed TakeHit Source code
Landed Waiting Source code
MayFall Source code
NotifyPeers Source code
PeerNotification Source code
PeerNotification Attacking Source code
PeerNotification Charging Source code
PeerNotification Hiding Source code
PeerNotification MeleeAttack Source code
PeerNotification Waiting Source code
PickDestination Hiding Source code
PickNextSpot Hiding Source code
PlayBigDeath Source code
PlayChallenge Source code
PlayCock Source code
PlayDive Source code
PlayFearSound Source code
PlayGutDeath Source code
PlayGutHit Source code
PlayHeadDeath Source code
PlayHeadHit Source code
PlayInAir Source code
PlayLanded Source code
PlayLeftDeath Source code
PlayLeftHit Source code
PlayMeleeAttack Source code
PlayMovingAttack Source code
PlayOutOfWater Source code
PlayPatrolStop Source code
PlayRightDeath Source code
PlayRightHit Source code
PlayRunning Source code
PlaySwimming Source code
PlayTakeHit Source code
PlayTakeHit FallingState Source code
PlayTakeHit TakeHit Source code
PlayTakeHitSound Source code
PlayThreatening Source code
PlayTurning Source code
PlayVictoryDance Source code
PlayWaiting Source code
PlayWaitingAmbush Source code
PlayWalking Source code
PreBeginPlay Source code
PreSetMovement Source code
ReachedHome Hiding Source code
RunStep Source code
SetFall Hiding Source code
SetMovementPhysics Source code
TakeDamage Source code
TakeDamage Attacking Source code
TakeDamage Charging Source code
TakeDamage Hiding Source code
TakeDamage MeleeAttack Source code
TakeDamage Waiting Source code
TakeDamageAndNotifyGroup Source code
Timer Attacking Source code
Timer Hiding Source code
Timer Waiting Source code
TryToDuck Source code
TurnAround Hiding Source code
TweenToFalling Source code
TweenToFighter Source code
TweenToPatrolStop Source code
TweenToRunning Source code
TweenToSwimming Source code
TweenToWaiting Source code
TweenToWalking Source code
WalkStep Source code
ZoneChange Source code| 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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