| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealShare.Bots
|
+-- UnrealShare.HumanBot
|
+-- UnrealShare.MaleBot
|
+-- UPak.SpaceMarine
MarineArctic, MarineDesert, MarineJungle
| Variables Summary | |
|---|---|
| bool | bBeamingIn |
| bool | bCommunicateTargetInRange |
| bool | bCommunicating |
| UPakShieldEffect | BeamEffect |
| bool | bFemale |
| bool | bHuntingTransmitted |
| bool | bTransmissionDead |
| bool | bWarnedFriends |
| Pawn | CommunicateTarget |
| int | Counting |
| float | IncomingMessageLength |
| MarineWaveInfo | MarineBeamController |
| Pawn | MsgReceivedFrom |
| weapon | myWeapon |
| MarineVoiceController | PhraseDirector |
| Pawn | SaluteTarget |
| class<Weapon> | StartWeapon |
| SpaceMarine | |
| MarineSound | VoiceList[20] |
| Structures Summary | ||
|---|---|---|
| MarineSound Duration, UsedInState, SoundName, bPlayed, LastSaidBy | ||
| Functions Summary | ||
|---|---|---|
![]() | 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 | |
![]() | 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 | |
![]() | HitWall (vector HitNormal, actor Wall) Hunting | |
![]() | HitWall (vector HitNormal, actor Wall) TacticalMove | |
![]() | 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 | |
![]() | 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 |
|---|
| PlayDying, PlayGutHit, PlayHeadHit, PlayLeftHit, PlayRightHit |
| States Summary |
|---|
| AcknowledgeWarning Source code |
|---|
|
state AcknowledgeWarning extends Acquisition |
| BeginState, MessagePlayers, TakeDamage |
| Acquisition Source code |
|---|
|
state Acquisition |
| BeginState |
| BeamingIn Source code |
|---|
|
state BeamingIn |
| BeginState, Tick, Timer |
| Charging Source code |
|---|
|
state Charging |
| BeginState |
| Dying Source code |
|---|
|
state Dying |
| BeginState, EndState, ReStartPlayer, TakeDamage |
| Hunting Source code |
|---|
|
state Hunting |
| AnimEnd, BeginState, Bump, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
| ReceiveIncomingMessage Source code |
|---|
|
state ReceiveIncomingMessage extends Acquisition |
| BeginState, EndState |
| StartUp Source code |
|---|
|
auto state StartUp |
| BeginState |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PainTimer, PickDestination, PickRegDestination, SetFall, TakeDamage, Timer, TryToward, ValidRecovery, WarnTarget |
| TransmitHuntingMessage Source code |
|---|
|
state TransmitHuntingMessage extends Hunting |
| BeginState, MessagePlayers |
| Victory Source code |
|---|
|
state Victory |
| WarnFriends Source code |
|---|
|
state WarnFriends extends Acquisition |
| BeginState, MessagePlayers, TakeDamage |
| Variables Detail |
|---|
| Structures Detail |
|---|
var byte bPlayed;};
var(SpaceMarine) float Duration;
var SpaceMarine LastSaidBy;
var(SpaceMarine) Sound SoundName;
var(SpaceMarine) name UsedInState;
| Functions Detail |
|---|
AnimEnd Hunting Source code
AnimEnd TacticalMove Source code
AttitudeTo Source code
BeginState AcknowledgeWarning Source code
BeginState Acquisition Source code
BeginState BeamingIn Source code
BeginState Charging Source code
BeginState Dying Source code
BeginState Hunting Source code
BeginState ReceiveIncomingMessage Source code
BeginState StartUp Source code
BeginState TacticalMove Source code
BeginState TransmitHuntingMessage Source code
BeginState WarnFriends Source code
Bump Hunting Source code
Died Source code
EndState Dying Source code
EndState Hunting Source code
EndState ReceiveIncomingMessage Source code
EndState TacticalMove Source code
EnemyNotVisible TacticalMove Source code
FearThisSpot Hunting Source code
FearThisSpot TacticalMove Source code
FindCommunicateTarget Source code
FindViewSpot Hunting Source code
FireWeapon Source code
GetCommunicateTarget Source code
GetPhrase Source code
GiveUpTactical TacticalMove Source code
HearNoise Hunting Source code
HitWall Hunting Source code
HitWall TacticalMove Source code
MarinesTalk Source code
MayFall Hunting Source code
MessagePlayers AcknowledgeWarning Source code
MessagePlayers TransmitHuntingMessage Source code
MessagePlayers WarnFriends Source code
MultipleMarineCheck Source code
PainTimer TacticalMove Source code
PickDestination Hunting Source code
PickDestination TacticalMove Source code
PickRegDestination TacticalMove Source code
PlayChallenge Source code
PlayCrawling Source code
PlayDuck Source code
PlayDying Source code
PlayDyingSound Source code
PlayFeignDeath Source code
PlayFiring Source code
PlayGutHit Source code
PlayHeadHit Source code
PlayInAir Source code
PlayLanded Source code
PlayLeftHit Source code
PlayRightHit Source code
PlayRising Source code
PlayRunning Source code
PlaySwimming Source code
PlayTurning Source code
PlayVictoryDance Source code
PlayWaiting Source code
PlayWalking Source code
PlayWeaponSwitch Source code
PostBeginPlay Source code
ReStartPlayer Dying Source code
SetEnemy Hunting Source code
SetFall Hunting Source code
SetFall TacticalMove Source code
TakeDamage AcknowledgeWarning Source code
TakeDamage Dying Source code
TakeDamage Hunting Source code
TakeDamage TacticalMove Source code
TakeDamage WarnFriends Source code
Tick BeamingIn Source code
Timer BeamingIn Source code
Timer Hunting Source code
Timer TacticalMove Source code
TryToward TacticalMove Source code
TweenToFighter Source code
TweenToRunning Source code
TweenToSwimming Source code
TweenToWaiting Source code
TweenToWalking Source code
ValidRecovery TacticalMove Source code
WarnTarget TacticalMove Source code| Defaultproperties |
|---|
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 Intelligence=BRAINS_MAMMAL 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 } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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