UDSDemo.CSSkaarjTrooper
- Extends
- CSSkaarj
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealShare.ScriptedPawn
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+-- UDSDemo.CSPawn
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+-- UDSDemo.CSSkaarj
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+-- UDSDemo.CSSkaarjTrooper
Inherited Variables from UDSDemo.CSSkaarj |
AttackSuccess, bButtonPusher, bFakeDeath, claw, ClawDamage, Die2, Footstep, Footstep2, hairflip, hitsound3, hitsound4, lunge, LungeDamage, phrase, phrasesyllable, slice, spin, SpinDamage, syllable1, syllable2, syllable3, syllable4, syllable5, syllable6, voicePitch |
Functions Summary |
 | | AnimEnd () RangedAttack |
 | | BeginState () Startup |
 | | BeginState () TakeHit |
 | | Bump (Actor Other) RangedAttack |
 | bool | CanFireAtEnemy ()
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 | | ChangedWeapon ()
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 | | Died (pawn Killer, name damageType, vector HitLocation)
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 | | EndState () Charging |
 | | EndState () Hunting |
 | | EndState () RangedAttack |
 | | EndState () Retreating |
 | | EndState () TacticalMove |
 | | KeepAttacking () RangedAttack |
 | | PlayActWaiting ()
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 | | PlayChallenge ()
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 | | PlayCock ()
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 | | PlayFiring ()
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 | | PlayLanded (float impactVel)
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 | | PlayMovingAttack ()
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 | | PlayPatrolStop ()
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 | | PlayRangedAttack ()
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 | | PlayRangedAttack () RangedAttack |
 | | PlayRunning ()
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 | | PlayTakeHit (float tweentime, vector HitLoc, int damage)
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 | | PlayThreatening ()
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 | | PlayVictoryDance ()
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 | | PreBeginPlay ()
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 | | SetHome () Startup |
 | | Shield ()
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) RangedAttack |
 | | TossWeapon ()
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 | | TryToDuck (vector duckDir, bool bReversed)
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 | | TryToDuck (vector duckDir, bool bReversed) RangedAttack |
 | | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)
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Inherited Functions from UDSDemo.CSSkaarj |
AttitudeToCreature, BeginState, Bump, ClawDamageTarget, EndState, Landed, LungeDamageTarget, PlayAcquisitionSound, PlayBigDeath, PlayCock, PlayDive, PlayFearSound, PlayGutDeath, PlayHeadDeath, PlayInAir, PlayLanded, PlayLeftDeath, PlayMeleeAttack, PlayOutOfWater, PlayRangedAttack, PlayRightDeath, PlayRoamingSound, PlaySwimming, PlayTakeHit, PlayTakeHitSound, PlayThreateningSound, PlayTurning, PlayWaiting, PlayWaitingAmbush, PlayWalking, PreBeginPlay, PreSetMovement, PushButtons, RunStep, SetMovementPhysics, Speak, SpeakOrderTo, SpeakTo, SpeechTimer, SpinDamageTarget, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, WalkStep, ZoneChange |
var float duckTime;
CSSkaarjTrooper
function AnimEnd ( )
function BeginState ( )
function BeginState ( )
function Bump (
Actor Other )
function bool CanFireAtEnemy ( )
function ChangedWeapon ( )
function EndState ( )
function EndState ( )
function EndState ( )
function EndState ( )
function EndState ( )
KeepAttacking RangedAttack Source code
function KeepAttacking ( )
function PlayActWaiting ( )
function PlayChallenge ( )
function PlayCock ( )
function PlayFiring ( )
function PlayLanded ( float impactVel )
function PlayMovingAttack ( )
function PlayPatrolStop ( )
function PlayRangedAttack ( )
PlayRangedAttack RangedAttack Source code
function PlayRangedAttack ( )
function PlayRunning ( )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage )
function PlayThreatening ( )
function PlayVictoryDance ( )
function PreBeginPlay ( )
function SetHome ( )
TakeDamage RangedAttack Source code
function TossWeapon ( )
function TryToDuck (
vector duckDir,
bool bReversed )
TryToDuck RangedAttack Source code
function TryToDuck (
vector duckDir,
bool bReversed )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir )
defaultproperties
{
WeaponType=Class'UnrealShare.DispersionPistol'
LungeDamage=20
SpinDamage=15
ClawDamage=10
CarcassType=Class'UnrealI.TrooperCarcass'
RangedProjectile=None
GroundSpeed=400.000000
Health=170
CombatStyle=0.300000
Skin=Texture'UnrealI.Skins.sktrooper1'
Mesh=LodMesh'UnrealI.sktrooper'
CollisionRadius=32.000000
CollisionHeight=42.000000
Mass=125.000000
Buoyancy=125.000000
}
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Creation time: za 22-4-2006 13:29:16.546 - Created with
UnCodeX