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UnrealI.Queen

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealI.Queen

Variables Summary
boolbEndFootStep
boolbJustScreamed
byterow
QueenShieldShield
vectorTelepDest
Queen
intClawDamage
nameScreamEvent
intStabDamage
Sounds
soundclaw
soundfootstepSound
soundScreamSound
soundshoot
soundstab
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

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
functioneAttitude AttitudeToCreature (Pawn Other))
function BeginState ()))
Teleporting
function ChooseDestination ()))
Teleporting
function ClawDamageTarget ()))
eventbool EncroachingOn (actor Other ))
function EndState ()))
Teleporting
function FootStep ()))
function PickDestination ()))
Hunting
function PickDestination (bool bNoCharge))
TacticalMove
function PlayChallenge ()))
function PlayDying (name DamageType, vector HitLocation))
function PlayInAir ()))
function PlayLanded (float impactVel))
function PlayMeleeAttack ()))
function PlayRangedAttack ()))
function PlayRunning ()))
function PlayTakeHit (float tweentime, vector HitLoc, int Damage))
function PlayThreatening ()))
function PlayTurning ()))
function PlayVictoryDance ()))
function PlayWaiting ()))
function PlayWalking ()))
function PostBeginPlay ()))
function Scream ()))
function SpawnShield ()))
function SpawnShot ()))
function StabDamageTarget ()))
function ThrowOther (Pawn Other))
function Tick (float DeltaTime))
Teleporting
function TryToDuck (vector duckDir, bool bReversed))
function TweenToFalling ()))
function TweenToFighter (float tweentime))
function TweenToPatrolStop (float tweentime))
function TweenToRunning (float tweentime))
function TweenToWaiting (float tweentime))
function TweenToWalking (float tweentime))
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

States Summary
Hunting Source code
state Hunting
PickDestination
TacticalMove Source code
state TacticalMove
PickDestination
Teleporting Source code
state Teleporting
BeginState, ChooseDestination, EndState, Tick


Variables Detail

bEndFootStep Source code

var bool bEndFootStep;

bJustScreamed Source code

var bool bJustScreamed;

row Source code

var byte row;

Shield Source code

var QueenShield Shield;

TelepDest Source code

var vector TelepDest;

Queen

ClawDamage Source code

var(Queen) int ClawDamage;

ScreamEvent Source code

var(Queen) name ScreamEvent;

StabDamage Source code

var(Queen) int StabDamage;

Sounds

claw Source code

var(Sounds) sound claw;

footstepSound Source code

var(Sounds) sound footstepSound;

ScreamSound Source code

var(Sounds) sound ScreamSound;

shoot Source code

var(Sounds) sound shoot;

stab Source code

var(Sounds) sound stab;


Functions Detail

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other) )

BeginState Teleporting Source code

function BeginState ( ) )

ChooseDestination Teleporting Source code

function ChooseDestination ( ) )

ClawDamageTarget Source code

function ClawDamageTarget ( ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndState Teleporting Source code

function EndState ( ) )

FootStep Source code

function FootStep ( ) )

PickDestination Hunting Source code

function PickDestination ( ) )

PickDestination TacticalMove Source code

function PickDestination ( bool bNoCharge) )

PlayChallenge Source code

function PlayChallenge ( ) )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLocation) )

PlayInAir Source code

function PlayInAir ( ) )

PlayLanded Source code

function PlayLanded ( float impactVel) )

PlayMeleeAttack Source code

function PlayMeleeAttack ( ) )

PlayRangedAttack Source code

function PlayRangedAttack ( ) )

PlayRunning Source code

function PlayRunning ( ) )

PlayTakeHit Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int Damage) )

PlayThreatening Source code

function PlayThreatening ( ) )

PlayTurning Source code

function PlayTurning ( ) )

PlayVictoryDance Source code

function PlayVictoryDance ( ) )

PlayWaiting Source code

function PlayWaiting ( ) )

PlayWalking Source code

function PlayWalking ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

Scream Source code

function Scream ( ) )

SpawnShield Source code

function SpawnShield ( ) )

SpawnShot Source code

function SpawnShot ( ) )

StabDamageTarget Source code

function StabDamageTarget ( ) )

ThrowOther Source code

function ThrowOther ( Pawn Other) )

Tick Teleporting Source code

function Tick ( float DeltaTime) )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed) )

TweenToFalling Source code

function TweenToFalling ( ) )

TweenToFighter Source code

function TweenToFighter ( float tweentime) )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime) )

TweenToRunning Source code

function TweenToRunning ( float tweentime) )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime) )

TweenToWalking Source code

function TweenToWalking ( float tweentime) )


Defaultproperties

defaultproperties
{
     ClawDamage=50
     StabDamage=80
     FootstepSound=Sound'UnrealI.Titan.step1t'
     ScreamSound=Sound'UnrealI.Queen.yell3Q'
     Stab=Sound'UnrealI.Queen.stab1Q'
     Shoot=Sound'UnrealI.Queen.shoot1Q'
     claw=Sound'UnrealI.Queen.claw1Q'
     Aggressiveness=5.000000
     RefireRate=0.400000
     bHasRangedAttack=True
     bCanDuck=True
     bIsBoss=True
     RangedProjectile=Class'UnrealI.QueenProjectile'
     Acquire=Sound'UnrealI.Queen.yell1Q'
     Fear=Sound'UnrealI.Queen.yell2Q'
     Roam=Sound'UnrealI.Queen.nearby2Q'
     Threaten=Sound'UnrealI.Queen.yell2Q'
     MeleeRange=100.000000
     GroundSpeed=400.000000
     AccelRate=1500.000000
     JumpZ=800.000000
     Visibility=250
     SightRadius=3000.000000
     Health=1500
     ReducedDamageType='
     ReducedDamagePct=0.500000
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealI.Queen.yell2Q'
     HitSound2=Sound'UnrealI.Queen.yell2Q'
     Die=Sound'UnrealI.Queen.outcoldQ'
     CombatStyle=0.950000
     NameArticle=" the "
     AmbientSound=Sound'UnrealI.Queen.amb1Q'
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealI.SkQueen'
     SoundRadius=32
     TransientSoundVolume=16.000000
     CollisionRadius=90.199997
     CollisionHeight=106.699997
     Mass=1000.000000
     RotationRate=(Pitch=6000)
}

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Creation time: Fr 7.6.2013 13:14:48.578 - Created with UnCodeX