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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealShare.Bots | +-- UnrealShare.HumanBot | +-- UnrealShare.MaleBot | +-- UPak.SpaceMarine
MarineArctic, MarineDesert, MarineJungle
Structures Summary | ||
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MarineSound Duration, UsedInState, SoundName, bPlayed, LastSaidBy |
Functions Summary | ||
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AnimEnd ())) Hunting | ||
AnimEnd ())) TacticalMove | ||
eAttitude | AttitudeTo (Pawn Other)) | |
BeginState ())) AcknowledgeWarning | ||
BeginState ())) Acquisition | ||
BeginState ())) BeamingIn | ||
BeginState ())) Charging | ||
BeginState ())) Dying | ||
BeginState ())) Hunting | ||
BeginState ())) ReceiveIncomingMessage | ||
BeginState ())) StartUp | ||
BeginState ())) TacticalMove | ||
BeginState ())) TransmitHuntingMessage | ||
BeginState ())) WarnFriends | ||
Bump (actor Other)) Hunting | ||
damageAttitudeTo (pawn Other )) | ||
Died (pawn Killer, name damageType, vector HitLocation)) | ||
EndState ())) Dying | ||
EndState ())) Hunting | ||
EndState ())) ReceiveIncomingMessage | ||
EndState ())) TacticalMove | ||
EnemyNotVisible ())) TacticalMove | ||
FearThisSpot (Actor aSpot)) Hunting | ||
FearThisSpot (Actor aSpot)) TacticalMove | ||
Pawn | FindCommunicateTarget ())) | |
bool | FindViewSpot ())) Hunting | |
FireWeapon ())) | ||
Pawn | GetCommunicateTarget ())) | |
MarineSound | GetPhrase ())) | |
GiveUpTactical (bool bNoCharge)) TacticalMove | ||
HearNoise (float Loudness, Actor NoiseMaker)) Hunting | ||
HidePlayer ())) | ||
HitWall (vector HitNormal, actor Wall)) Hunting | ||
HitWall (vector HitNormal, actor Wall)) TacticalMove | ||
Killed (pawn Killer, pawn Other, name damageType)) | ||
bool | MarinesTalk ())) | |
MayFall ())) Hunting | ||
MessagePlayers ())) AcknowledgeWarning | ||
MessagePlayers ())) TransmitHuntingMessage | ||
MessagePlayers ())) WarnFriends | ||
bool | MultipleMarineCheck ())) | |
PainTimer ())) TacticalMove | ||
PickDestination ())) Hunting | ||
PickDestination (bool bNoCharge)) TacticalMove | ||
PickRegDestination (bool bNoCharge)) TacticalMove | ||
PlayChallenge ())) | ||
PlayCrawling ())) | ||
PlayDuck ())) | ||
PlayDying (name DamageType, vector HitLoc)) | ||
PlayDyingSound ())) | ||
PlayFeignDeath ())) | ||
PlayFiring ())) | ||
PlayGutHit (float tweentime)) | ||
PlayHeadHit (float tweentime)) | ||
PlayInAir ())) | ||
PlayLanded (float impactVel)) | ||
PlayLeftHit (float tweentime)) | ||
PlayRightHit (float tweentime)) | ||
PlayRising ())) | ||
PlayRunning ())) | ||
PlaySwimming ())) | ||
PlayTurning ())) | ||
PlayVictoryDance ())) | ||
PlayWaiting ())) | ||
PlayWalking ())) | ||
PlayWeaponSwitch (Weapon NewWeapon)) | ||
PostBeginPlay ())) | ||
ReStartPlayer ())) Dying | ||
bool | SetEnemy (Pawn NewEnemy)) Hunting | |
SetFall ())) Hunting | ||
SetFall ())) TacticalMove | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) AcknowledgeWarning | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Dying | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TacticalMove | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) WarnFriends | ||
Tick (float DeltaTime )) BeamingIn | ||
Timer ())) BeamingIn | ||
Timer ())) Hunting | ||
Timer ())) TacticalMove | ||
Touch (Actor Other )) | ||
bool | TryToward (inventory Inv, float Weight)) TacticalMove | |
TweenToFighter (float tweentime)) | ||
TweenToRunning (float tweentime)) | ||
TweenToSwimming (float tweentime)) | ||
TweenToWaiting (float tweentime)) | ||
TweenToWalking (float tweentime)) | ||
bool | ValidRecovery ())) TacticalMove | |
WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) TacticalMove |
Inherited Functions from UnrealShare.MaleBot |
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PlayDying, PlayGutHit, PlayHeadHit, PlayLeftHit, PlayRightHit |
States Summary |
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AcknowledgeWarning Source code |
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state AcknowledgeWarning extends Acquisition |
BeginState, MessagePlayers, TakeDamage |
Acquisition Source code |
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state Acquisition |
BeginState |
BeamingIn Source code |
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state BeamingIn |
BeginState, Tick, Timer |
Charging Source code |
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state Charging |
BeginState |
Dying Source code |
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state Dying |
BeginState, EndState, ReStartPlayer, TakeDamage |
Hunting Source code |
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state Hunting |
AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
ReceiveIncomingMessage Source code |
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state ReceiveIncomingMessage extends Acquisition |
BeginState, EndState |
StartUp Source code |
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auto state StartUp |
BeginState |
TacticalMove Source code |
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state TacticalMove |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget |
TransmitHuntingMessage Source code |
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state TransmitHuntingMessage extends Hunting |
BeginState, MessagePlayers |
Victory Source code |
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state Victory |
WarnFriends Source code |
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state WarnFriends extends Acquisition |
BeginState, MessagePlayers, TakeDamage |
Variables Detail |
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Structures Detail |
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var byte bPlayed;};
var(SpaceMarine) float Duration;
var SpaceMarine LastSaidBy;
var(SpaceMarine) Sound SoundName;
var(SpaceMarine) name UsedInState;
Functions Detail |
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Defaultproperties |
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defaultproperties { VoiceList(0)=(duration=3.500000,UsedInState="WarnFriends") VoiceList(1)=(duration=2.500000,UsedInState="TransmitHuntingMessage") VoiceList(2)=(duration=2.500000,UsedInState="AcknowledgeWarning") CarcassType=Class'UPak.SpaceMarineCarcass' RefireRate=0.700000 bIsWuss=True bLeadTarget=False GroundSpeed=300.000000 AccelRate=1500.000000 JumpZ=300.000000 SightRadius=1000.000000 Health=80 AttitudeToPlayer=ATTITUDE_Ignore AnimSequence="Breath1L" Mesh=LodMesh'UPak.Marine' MultiSkins(1)=Texture'UPak.Skins.JMarine7' MultiSkins(2)=Texture'UPak.Skins.JMarine8' CollisionRadius=20.500000 CollisionHeight=41.000000 Mass=125.000000 } |
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