- 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.Warlord
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 ())) Mutilating |
| | BeginState ())) Charging |
| | BeginState ())) Mutilating |
| | BeginState ())) TacticalMove |
| | BeginState ())) Teleporting |
| | Bump (actor Other)) Mutilating |
| bool | CanFireAtEnemy ()))
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| | Died (pawn Killer, name damageType, vector HitLocation))
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| | EnemyAcquired ())) Mutilating |
| | Falling ()))
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| | Flap ()))
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| | HitWall (vector HitNormal, actor Wall)) Charging |
| | HitWall (vector HitNormal, actor Wall)) TacticalMove |
| | Landed (vector HitNormal))
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| | Landed (vector HitNormal)) Mutilating |
| | PlayChallenge ()))
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| | PlayDying (name DamageType, vector HitLocation))
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| | PlayInAir ()))
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| | PlayLanded (float impactVel))
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| | PlayMeleeAttack ()))
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| | PlayMovingAttack ()))
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| | PlayPatrolStop ()))
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| | PlayRangedAttack ()))
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| | PlayRunning ()))
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| | PlayTakeHit (float tweentime, vector HitLoc, int damage))
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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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| | PreSetMovement ()))
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| | SetMovementPhysics ()))
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| | Step ()))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Mutilating |
| | Tick (float DeltaTime)) Teleporting |
| | TryToDuck (vector duckDir, bool bReversed))
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| | 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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| | TweenToWaiting (float tweentime))
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| | TweenToWalking (float tweentime))
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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 float LastDuckTime;
Warlord
var(
Warlord)
bool bTeleportWhenHurt;
function AnimEnd ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState TacticalMove Source code
function BeginState ( ) )
BeginState Teleporting Source code
function BeginState ( ) )
function Bump (
actor Other) )
function bool CanFireAtEnemy ( ) )
EnemyAcquired Mutilating Source code
function EnemyAcquired ( ) )
singular function Falling ( ) )
function Flap ( ) )
event Landed (
vector HitNormal) )
function Landed (
vector HitNormal) )
function PlayChallenge ( ) )
function PlayInAir ( ) )
function PlayLanded ( float impactVel) )
function PlayMeleeAttack ( ) )
function PlayMovingAttack ( ) )
function PlayPatrolStop ( ) )
function PlayRangedAttack ( ) )
function PlayRunning ( ) )
function PlayTakeHit (
float tweentime,
vector HitLoc,
int damage) )
function PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PreSetMovement ( ) )
function SetMovementPhysics ( ) )
function Step ( ) )
function Tick ( float DeltaTime) )
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) )
defaultproperties
{
StrikeDamage=40
CarcassType=Class'UnrealI.WarlordCarcass'
Aggressiveness=0.500000
RefireRate=0.700000
WalkingSpeed=0.250000
bHasRangedAttack=True
bMovingRangedAttack=True
bIsBoss=True
RangedProjectile=Class'UnrealI.WarlordRocket'
Acquire=Sound'UnrealI.WarLord.acquire1WL'
Fear=Sound'UnrealI.WarLord.threat1WL'
Roam=Sound'UnrealI.WarLord.roam1WL'
Threaten=Sound'UnrealI.WarLord.threat1WL'
bCanStrafe=True
MeleeRange=70.000000
GroundSpeed=440.000000
AirSpeed=440.000000
AccelRate=1500.000000
SightRadius=3000.000000
Health=1100
ReducedDamageType=exploded
Intelligence=BRAINS_HUMAN
HitSound1=Sound'UnrealI.WarLord.injur1WL'
HitSound2=Sound'UnrealI.WarLord.injur2WL'
Die=Sound'UnrealI.WarLord.DeathCry1WL'
CombatStyle=0.500000
NameArticle=" the "
DrawType=DT_Mesh
Mesh=LodMesh'UnrealI.WarlordM'
TransientSoundVolume=12.000000
CollisionRadius=52.000000
CollisionHeight=78.000000
Mass=1000.000000
}
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Creation time: Fr 7.6.2013 13:15:27.395 - Created with
UnCodeX