| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
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 |
| 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) | |
![]() | PlayHeadDeath (name DamageType) | |
![]() | PlayInAir () | |
![]() | PlayLanded (float impactVel) | |
![]() | PlayLeftDeath (name DamageType) | |
![]() | PlayMeleeAttack () | |
![]() | PlayMovingAttack () | |
![]() | PlayOutOfWater () | |
![]() | PlayPatrolStop () | |
![]() | PlayRightDeath (name DamageType) | |
![]() | 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
PlayHeadDeath Source code
PlayInAir Source code
PlayLanded Source code
PlayLeftDeath Source code
PlayMeleeAttack Source code
PlayMovingAttack Source code
PlayOutOfWater Source code
PlayPatrolStop Source code
PlayRightDeath 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 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) } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||