- 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.Mercenary
Direct Known Subclasses:
MercenaryElite
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, bAdvancedTactics, 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, bViewTarget, 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, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Functions Summary |
 | | AnimEnd ())) Invulnerable |
 | eAttitude | AttitudeToCreature (Pawn Other))
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 | | BecomeInvulnerable ()))
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 | | BecomeNormal ()))
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 | | BeginState ())) RangedAttack |
 | bool | CanFireAtEnemy ()))
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 | | ChooseLeaderAttack ()))
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 | | EnemyNotVisible ())) SpeakOrders |
 | | FootZoneChange (ZoneInfo newFootZone))
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 | | HeadZoneChange (ZoneInfo newHeadZone))
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 | | HitDamageTarget ()))
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 | | Killed (pawn Killer, pawn Other, name damageType)) SpeakOrders |
 | | PainTimer ()))
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 | | PlayBigDeath (name DamageType))
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 | | PlayChallenge ()))
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 | | PlayDive ()))
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 | | PlayGutDeath (name DamageType))
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 | | PlayHeadDeath (name DamageType))
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 | | PlayInAir ()))
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 | | PlayLanded (float impactVel))
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 | | PlayLeftDeath (name DamageType))
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 | | PlayMeleeAttack ()))
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 | | PlayMovingAttack ()))
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 | | PlayOutOfWater ()))
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 | | PlayPatrolStop ()))
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 | | PlayRangedAttack ()))
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 | | PlayRightDeath (name DamageType))
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 | | PlayRunning ()))
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 | | PlaySwimming ()))
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 | | PlayThreatening ()))
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 | | PlayTurning ()))
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 | | PlayVictoryDance ()))
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 | | PlayWaiting ()))
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 | | PlayWaitingAmbush ()))
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 | | PlayWalking ()))
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 | | PreBeginPlay ()))
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 | | SetMovementPhysics ()))
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 | | SpawnRocket ()))
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 | | Speak ()))
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 | | SpeakOrderTo (ScriptedPawn TeamMember))
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 | | SpeakTo (ScriptedPawn Other))
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 | | SpeechTimer ()))
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 | | SprayTarget ()))
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 | | Step ()))
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
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 | | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) SpeakOrders |
 | | TryToDuck (vector duckDir, bool bReversed))
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 | | TryToDuck (vector duckDir, bool bReversed)) Invulnerable |
 | | TryToDuck (vector duckDir, bool bReversed)) RangedAttack |
 | | TweenToFalling ()))
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 | | TweenToFighter (float tweentime))
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 | | TweenToPatrolStop (float tweentime))
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 | | TweenToRunning (float tweentime))
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 | | TweenToSwimming (float tweentime))
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 | | TweenToWaiting (float tweentime))
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 | | TweenToWalking (float tweentime))
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 | | WalkStep ()))
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 | | WarnTarget (Pawn shooter, float projSpeed, vector FireDir))
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 | | ZoneChange (ZoneInfo newZone))
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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, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckValidSkinPackage, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, 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, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMesh, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget |
var bool bAlertedTeam;
var bool bIsInvulnerable;
var bool bPatroling;
var float invulnerableTime;
var name phrase;
var byte phrasesyllable;
var int sprayoffset;
var float voicePitch;
Mercenary
bCanFireWhileInvulnerable Source code
var(
Mercenary)
bool bCanFireWhileInvulnerable;
bHasInvulnerableShield Source code
Sounds
var(Sounds) sound breath;
var(Sounds) sound CheckWeapon;
var(Sounds) sound Flip;
var(Sounds) sound footstep1;
var(Sounds) sound Punch;
var(Sounds) sound PunchHit;
var(Sounds) sound syllable1;
var(Sounds) sound syllable2;
var(Sounds) sound syllable3;
var(Sounds) sound syllable4;
var(Sounds) sound syllable5;
var(Sounds) sound syllable6;
var(Sounds) sound WeaponSpray;
function AnimEnd ( ) )
function BecomeInvulnerable ( ) )
function BecomeNormal ( ) )
BeginState RangedAttack Source code
function BeginState ( ) )
function bool CanFireAtEnemy ( ) )
function ChooseLeaderAttack ( ) )
EnemyNotVisible SpeakOrders Source code
function EnemyNotVisible ( ) )
event FootZoneChange (
ZoneInfo newFootZone) )
event HeadZoneChange (
ZoneInfo newHeadZone) )
function HitDamageTarget ( ) )
function PainTimer ( ) )
function PlayChallenge ( ) )
function PlayDive ( ) )
function PlayInAir ( ) )
function PlayLanded ( float impactVel) )
function PlayMeleeAttack ( ) )
function PlayMovingAttack ( ) )
function PlayOutOfWater ( ) )
function PlayPatrolStop ( ) )
function PlayRangedAttack ( ) )
function PlayRunning ( ) )
function PlaySwimming ( ) )
function PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PreBeginPlay ( ) )
function SetMovementPhysics ( ) )
function SpawnRocket ( ) )
function Speak ( ) )
function SpeechTimer ( ) )
function SprayTarget ( ) )
function Step ( ) )
TakeDamage SpeakOrders Source code
function TryToDuck (
vector duckDir,
bool bReversed) )
TryToDuck Invulnerable Source code
function TryToDuck (
vector duckDir,
bool bReversed) )
TryToDuck RangedAttack Source code
function TryToDuck (
vector duckDir,
bool bReversed) )
function TweenToFalling ( ) )
function TweenToFighter ( float tweentime) )
function TweenToPatrolStop ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToSwimming ( float tweentime) )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
function WalkStep ( ) )
function WarnTarget (
Pawn shooter,
float projSpeed,
vector FireDir) )
function ZoneChange (
ZoneInfo newZone) )
defaultproperties
{
PunchDamage=20
bHasInvulnerableShield=True
Punch=Sound'UnrealI.Mercenary.swat1mr'
PunchHit=Sound'UnrealI.Mercenary.hit1mr'
Flip=Sound'UnrealI.Mercenary.flip1mr'
CheckWeapon=Sound'UnrealI.Mercenary.weapon1mr'
WeaponSpray=Sound'UnrealI.Mercenary.spray1mr'
syllable1=Sound'UnrealI.Mercenary.syl1mr'
syllable2=Sound'UnrealI.Mercenary.syl2mr'
syllable3=Sound'UnrealI.Mercenary.syl3mr'
syllable4=Sound'UnrealI.Mercenary.syl4mr'
syllable5=Sound'UnrealI.Mercenary.syl5mr'
syllable6=Sound'UnrealI.Mercenary.syl6mr'
Footstep1=Sound'UnrealI.Mercenary.walk2mr'
invulnerableCharge=9.000000
CarcassType=Class'UnrealI.MercCarcass'
Aggressiveness=0.500000
RefireRate=0.500000
bHasRangedAttack=True
bMovingRangedAttack=True
bGreenBlood=True
RangedProjectile=Class'UnrealI.MercRocket'
Acquire=Sound'UnrealI.Mercenary.chlng2mr'
Fear=Sound'UnrealI.Mercenary.chlng3mr'
Roam=Sound'UnrealI.Mercenary.nearbymr'
Threaten=Sound'UnrealI.Mercenary.chlng3mr'
bCanStrafe=True
MeleeRange=50.000000
GroundSpeed=280.000000
AirSpeed=300.000000
AccelRate=800.000000
Health=180
UnderWaterTime=-1.000000
Intelligence=BRAINS_HUMAN
HitSound1=Sound'UnrealI.Mercenary.injur2mr'
HitSound2=Sound'UnrealI.Mercenary.injur3mr'
Land=Sound'UnrealI.Mercenary.land1mr'
Die=Sound'UnrealI.Mercenary.death1mr'
CombatStyle=0.500000
AmbientSound=Sound'UnrealI.Mercenary.amb1mr'
DrawType=DT_Mesh
Texture=Texture'UnrealI.Skins.Silver'
Mesh=LodMesh'UnrealI.Merc'
CollisionRadius=35.000000
CollisionHeight=48.000000
LightEffect=LE_NonIncidence
LightBrightness=255
LightHue=170
LightSaturation=96
LightRadius=12
Mass=150.000000
Buoyancy=150.000000
RotationRate=(Pitch=3072,Yaw=65000,Roll=0)
}
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Creation time: Fr 7.6.2013 13:14:38.453 - Created with
UnCodeX