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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealShare.Bots | +-- UnrealShare.HumanBot | +-- UnrealShare.MaleBot | +-- UPak.SpaceMarine
MarineArctic, MarineDesert, MarineJungle
Variables Summary | |
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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 | ||
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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 | |
![]() | 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 |
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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 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 } |
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