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UPak.Spinner

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UPak.Spinner

Variables Summary
Sounds
soundBite
soundDie2
soundFootstep
soundFootstep2
Spinner
byteBiteDamage
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

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
functionrotator AdjustToss (float ProjSpeed, vector ProjStart, int AimError, bool LeadTarget, bool WarnTarget)
function BiteDamageTarget ()
functionbool CanFireAtEnemy ()
function PlayBigDeath (name DamageType)
function PlayChallenge ()
function PlayGutDeath (name DamageType)
function PlayGutHit (float tweentime)
function PlayHeadDeath (name DamageType)
function PlayHeadHit (float tweentime)
function PlayLeftDeath (name DamageType)
function PlayLeftHit (float tweentime)
function PlayMeleeAttack ()
function PlayMovingAttack ()
function PlayRangedAttack ()
function PlayRightDeath (name DamageType)
function PlayRightHit (float tweentime)
function PlayRunning ()
function PlayTakeHitSound (int Damage, name damageType, int Mult)
function PlayThreatening ()
function PlayTurning ()
function PlayWaiting ()
function PlayWalking ()
function RunStep ()
function SetFall ()
StartUp
function SetMovementPhysics ()
function SetMovementPhysics ()
StartUp
function SpawnShot ()
function TweenToRunning (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function WalkStep ()
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

States Summary
StartUp Source code
auto state StartUp
SetFall, SetMovementPhysics
Waiting Source code
state Waiting


Variables Detail

Sounds

Bite Source code

var(Sounds) sound Bite;

Die2 Source code

var(Sounds) sound Die2;

Footstep Source code

var(Sounds) sound Footstep;

Footstep2 Source code

var(Sounds) sound Footstep2;

Spinner

BiteDamage Source code

var(Spinner) byte BiteDamage;


Functions Detail

AdjustToss Source code

function rotator AdjustToss ( float ProjSpeed, vector ProjStart, int AimError, bool LeadTarget, bool WarnTarget )

BiteDamageTarget Source code

function BiteDamageTarget ( )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType )

PlayChallenge Source code

function PlayChallenge ( )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHitSound Source code

function PlayTakeHitSound ( int Damage, name damageType, int Mult )

PlayThreatening Source code

function PlayThreatening ( )

PlayTurning Source code

function PlayTurning ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWalking Source code

function PlayWalking ( )

RunStep Source code

function RunStep ( )

SetFall StartUp Source code

function SetFall ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

SetMovementPhysics StartUp Source code

function SetMovementPhysics ( )

SpawnShot Source code

function SpawnShot ( )

TweenToRunning Source code

function TweenToRunning ( float tweentime )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )

WalkStep Source code

function WalkStep ( )


Defaultproperties

defaultproperties
{
     BiteDamage=20
     Die2=Sound'UPak.Spinner.Die2'
     footstep=Sound'UPak.Predator.step1'
     Footstep2=Sound'UPak.Predator.step2'
     CarcassType=Class'UPak.SpinnerCarcass'
     TimeBetweenAttacks=3.500000
     bHasRangedAttack=True
     bGreenBlood=True
     RangedProjectile=Class'UPak.SpinnerProjectile'
     Acquire=Sound'UPak.Spinner.threat1'
     Threaten=Sound'UPak.Spinner.threat2'
     bCanStrafe=True
     MeleeRange=60.000000
     GroundSpeed=250.000000
     AccelRate=500.000000
     JumpZ=128.000000
     HitSound1=Sound'UPak.Spinner.hurt1'
     HitSound2=Sound'UPak.Spinner.hurt2'
     Die=Sound'UPak.Spinner.Die1'
     CombatStyle=0.750000
     DrawType=DT_Mesh
     Mesh=LodMesh'UPak.Spinner'
     CollisionRadius=32.000000
     Buoyancy=100.000000
     RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
}

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Creation time: za 22-4-2006 13:29:20.953 - Created with UnCodeX