- 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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+-- UnrealShare.Nali
Direct Known Subclasses:
NaliPriest
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 |
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 bCringing;
var bool bFading;
var bool bGesture;
var bool bHasWandered;
Nali
var(
Nali)
bool bNeverBow;
Sounds
var(Sounds) sound backup;
var(Sounds) sound bowing;
var(Sounds) sound breath;
var(Sounds) sound cough;
var(Sounds) sound cringe;
var(Sounds) sound pray;
var(Sounds) sound sweat;
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 urgefollow;
function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir) )
BeginState AlarmPaused Source code
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function Bump (
actor Other) )
function Bump (
actor Other) )
ChangeDestination Retreating Source code
function ChangeDestination ( ) )
function damageAttitudeTo (
pawn Other) )
function EndState ( ) )
function EndState ( ) )
EnemyNotVisible Retreating Source code
function EnemyNotVisible ( ) )
PickDestination Retreating Source code
function PickDestination ( ) )
PickDestination Roaming Source code
function PickDestination ( ) )
PickDestination Wandering Source code
function PickDestination ( ) )
function PlayCombatMove ( ) )
function PlayDive ( ) )
function PlayFearSound ( ) )
function PlayLanded ( float impactVel) )
function PlayMeleeAttack ( ) )
function PlayPatrolStop ( ) )
PlayPatrolStop Guarding Source code
function PlayPatrolStop ( ) )
function PlayRangedAttack ( ) )
function PlayRetreating ( ) )
function PlayRunning ( ) )
function PlaySwimming ( ) )
function PlayThreatening ( ) )
function PlayTurning ( ) )
function PlayVictoryDance ( ) )
PlayWaitAround AlarmPaused Source code
function PlayWaitAround ( ) )
function PlayWaiting ( ) )
PlayWaiting AlarmPaused Source code
function PlayWaiting ( ) )
function PlayWaitingAmbush ( ) )
function PlayWalking ( ) )
function PostBeginPlay ( ) )
ReachedHome Retreating Source code
function ReachedHome ( ) )
function SeePlayer (
actor SeenPlayer) )
function SetFall ( ) )
function SpeakPrayer ( ) )
function Step ( ) )
function Tick ( float DeltaTime) )
function TweenToFighter ( float tweentime) )
function TweenToPatrolStop ( float tweentime) )
function TweenToRunning ( float tweentime) )
function TweenToSwimming ( float TweenTime) )
function TweenToWaiting ( float tweentime) )
function TweenToWalking ( float tweentime) )
defaultproperties
{
syllable1=Sound'UnrealShare.Nali.syl1n'
syllable2=Sound'UnrealShare.Nali.syl2n'
syllable3=Sound'UnrealShare.Nali.syl3n'
syllable4=Sound'UnrealShare.Nali.syl4n'
syllable5=Sound'UnrealShare.Nali.syl5n'
syllable6=Sound'UnrealShare.Nali.syl6n'
urgefollow=Sound'UnrealShare.Nali.follow1n'
Cringe=Sound'UnrealShare.Nali.cringe2n'
Cough=Sound'UnrealShare.Nali.cough1n'
Sweat=Sound'UnrealShare.Nali.sweat1n'
Bowing=Sound'UnrealShare.Nali.bowing1n'
Backup=Sound'UnrealShare.Nali.backup2n'
pray=Sound'UnrealShare.Nali.pray1n'
Breath=Sound'UnrealShare.Nali.breath1n'
CarcassType=Class'UnrealShare.NaliCarcass'
TimeBetweenAttacks=0.500000
Aggressiveness=-10.000000
RefireRate=0.500000
bHasRangedAttack=True
bIsWuss=True
Acquire=Sound'UnrealShare.Nali.contct1n'
Fear=Sound'UnrealShare.Nali.fear1n'
Roam=Sound'UnrealShare.Nali.breath1n'
Threaten=Sound'UnrealShare.Nali.contct3n'
MeleeRange=40.000000
GroundSpeed=300.000000
WaterSpeed=100.000000
AccelRate=900.000000
JumpZ=-1.000000
SightRadius=1500.000000
Health=40
UnderWaterTime=6.000000
AttitudeToPlayer=ATTITUDE_Friendly
Intelligence=BRAINS_HUMAN
HitSound1=Sound'UnrealShare.Nali.injur1n'
HitSound2=Sound'UnrealShare.Nali.injur2n'
Die=Sound'UnrealShare.Nali.death1n'
DrawType=DT_Mesh
Mesh=LodMesh'UnrealShare.Nali1'
CollisionRadius=24.000000
CollisionHeight=48.000000
Buoyancy=95.000000
RotationRate=(Pitch=2048,Yaw=40000,Roll=0)
}
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Creation time: Fr 7.6.2013 13:14:38.827 - Created with
UnCodeX