- 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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+-- UnrealI.Squid
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, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, 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, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, 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, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Inherited Functions from UnrealShare.ScriptedPawn |
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, 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, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, 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, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, 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 |
Sounds
var(Sounds) sound flop;
var(Sounds) sound grab;
var(Sounds) sound slap;
var(Sounds) sound slapgrabhit;
var(Sounds) sound spin;
var(Sounds) sound thrust;
var(Sounds) sound thrusthit;
var(Sounds) sound turn;
Squid
var(
Squid)
byte SlapDamage;
var(
Squid)
byte ThrustDamage;
function AnimEnd ( )
function AnimEnd ( )
BeginState MeleeAttack Source code
function BeginState ( )
BeginState TacticalMove Source code
function BeginState ( )
function EndState ( )
EnemyNotVisible MeleeAttack Source code
function EnemyNotVisible ( )
function GrabTarget ( )
KeepAttacking MeleeAttack Source code
function KeepAttacking ( )
function Landed (
vector HitNormal )
function bool MeleeDamageTarget (
int hitdamage,
vector pushdir )
function PlayChallenge ( )
function PlayInAir ( )
function PlayLanded ( float impactVel )
function PlayMeleeAttack ( )
function PlayPatrolStop ( )
function PlayRunning ( )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage )
function PlayThreatening ( )
function PlayTurning ( )
function PlayVictoryDance ( )
function PlayWaiting ( )
function PlayWaitingAmbush ( )
function PlayWalking ( )
function PreSetMovement ( )
function SetMovementPhysics ( )
function SlapTarget ( )
TakeDamage MeleeAttack Source code
function ThrustTarget ( )
function Timer ( )
function Timer ( )
function TweenToFalling ( )
function TweenToFighter ( float tweentime )
function TweenToPatrolStop ( float tweentime )
function TweenToRunning ( float tweentime )
function TweenToWaiting ( float tweentime )
function TweenToWalking ( float tweentime )
function ZoneChange (
ZoneInfo newZone )
function ZoneChange (
ZoneInfo NewZone )
defaultproperties
{
ThrustDamage=35
SlapDamage=30
Thrust=Sound'UnrealI.Squid.thrust1sq'
slapgrabhit=Sound'UnrealI.Squid.hit1sq'
thrusthit=Sound'UnrealI.Squid.hit1sq'
Slap=Sound'UnrealI.Squid.slap1sq'
Turn=Sound'UnrealI.Squid.turn1sq'
Grab=Sound'UnrealI.Squid.grab1sq'
Aggressiveness=0.800000
MeleeRange=70.000000
GroundSpeed=0.000000
WaterSpeed=260.000000
AirSpeed=0.000000
SightRadius=2000.000000
PeripheralVision=-0.500000
Health=260
Intelligence=BRAINS_REPTILE
HitSound1=Sound'UnrealI.Squid.injur1sq'
HitSound2=Sound'UnrealI.Squid.injur2sq'
Die=Sound'UnrealI.Squid.death1sq'
DrawType=DT_Mesh
Mesh=LodMesh'UnrealI.Squid1'
AmbientSound=Sound'UnrealI.Squid.amb1sq'
CollisionRadius=40.000000
CollisionHeight=60.000000
Mass=200.000000
Buoyancy=200.000000
RotationRate=(Pitch=13000,Roll=13000)
}
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Creation time: za 22-4-2006 13:29:21.078 - Created with
UnCodeX