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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- UnrealShare.ScriptedPawn
Brute, Cow, DevilFish, Fly, Gasbag, Krall, Manta, Mercenary, Nali, Pupae, Queen, Skaarj, Slith, Squid, Tentacle, Titan, Warlord
Enumerations Summary |
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Inherited Enumerations from Engine.Pawn |
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EAttitude, EIntelligence |
Inherited Enumerations from Engine.Actor |
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EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Structures Summary |
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Inherited Structures from Engine.Actor |
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PointRegion |
Functions Summary | ||
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rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) | |
rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) StakeOut | |
adjustJump ())) FallingState | ||
rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) | |
AlarmDone ())) TriggerAlarm | ||
AnimEnd ())) Ambushing | ||
AnimEnd ())) Charging | ||
AnimEnd ())) Greeting | ||
AnimEnd ())) Guarding | ||
AnimEnd ())) Hunting | ||
AnimEnd ())) MeleeAttack | ||
AnimEnd ())) Patroling | ||
AnimEnd ())) RangedAttack | ||
AnimEnd ())) Retreating | ||
AnimEnd ())) TacticalMove | ||
AnimEnd ())) TriggerAlarm | ||
AnimEnd ())) Waiting | ||
AnimEnd ())) Wandering | ||
AnnoyedBy (Pawn Other)) | ||
eAttitude | AttitudeTo (Pawn Other)) | |
eAttitude | AttitudeToCreature (Pawn Other)) | |
eAttitude | AttitudeWithFear ())) | |
BeginState ())) Acquisition | ||
BeginState ())) AlarmPaused | ||
BeginState ())) Ambushing | ||
BeginState ())) Attacking | ||
BeginState ())) Charging | ||
BeginState ())) FallingState | ||
BeginState ())) Guarding | ||
BeginState ())) Hunting | ||
BeginState ())) MeleeAttack | ||
BeginState ())) Patroling | ||
BeginState ())) RangedAttack | ||
BeginState ())) Retreating | ||
BeginState ())) Roaming | ||
BeginState ())) StakeOut | ||
BeginState ())) StartUp | ||
BeginState ())) TacticalMove | ||
BeginState ())) TakeHit | ||
BeginState ())) Threatening | ||
BeginState ())) TriggerAlarm | ||
BeginState ())) VictoryDance | ||
BeginState ())) Waiting | ||
BeginState ())) Wandering | ||
Bump (actor Other)) | ||
Bump (actor Other)) AlarmPaused | ||
Bump (actor Other)) Greeting | ||
Bump (actor Other)) Retreating | ||
Bump (Actor Other)) Roaming | ||
Bump (actor Other)) TriggerAlarm | ||
Bump (actor Other)) Waiting | ||
bool | CanFireAtEnemy ())) | |
bool | CanStakeOut ())) | |
ChangeDestination ())) Retreating | ||
ChooseAttackMode ())) Attacking | ||
ChooseLeaderAttack ())) | ||
bool | ChooseTeamAttackFor (ScriptedPawn TeamMember)) | |
damageAttitudeTo (pawn Other)) | ||
EndState ())) Charging | ||
EndState ())) FallingState | ||
EndState ())) Hunting | ||
EndState ())) RangedAttack | ||
EndState ())) StakeOut | ||
EndState ())) TacticalMove | ||
EndState ())) Threatening | ||
EndState ())) Wandering | ||
EnemyAcquired ())) | ||
EnemyAcquired ())) Ambushing | ||
EnemyAcquired ())) FallingState | ||
EnemyAcquired ())) Greeting | ||
EnemyAcquired ())) Guarding | ||
EnemyAcquired ())) Patroling | ||
EnemyAcquired ())) Roaming | ||
EnemyAcquired ())) Threatening | ||
EnemyAcquired ())) VictoryDance | ||
EnemyAcquired ())) Waiting | ||
EnemyAcquired ())) Wandering | ||
EnemyNotVisible ())) AlarmPaused | ||
EnemyNotVisible ())) Attacking | ||
EnemyNotVisible ())) Charging | ||
EnemyNotVisible ())) FallingState | ||
EnemyNotVisible ())) MeleeAttack | ||
EnemyNotVisible ())) RangedAttack | ||
EnemyNotVisible ())) TacticalMove | ||
EnemyNotVisible ())) Threatening | ||
EnemyNotVisible ())) TriggerAlarm | ||
Falling ())) | ||
FearThisSpot (Actor aSpot)) | ||
FearThisSpot (Actor aSpot)) Charging | ||
FearThisSpot (Actor aSpot)) Hunting | ||
FearThisSpot (Actor aSpot)) Roaming | ||
FearThisSpot (Actor aSpot)) TacticalMove | ||
FearThisSpot (Actor aSpot)) Wandering | ||
FindAlarm ())) TriggerAlarm | ||
FindAmbush ())) Ambushing | ||
bool | FindBestPathToward (actor desired)) | |
FindNextPatrol ())) Patroling | ||
FindShootTarget ())) AlarmPaused | ||
bool | FindViewSpot ())) Hunting | |
FireProjectile (vector StartOffset, float Accuracy)) | ||
FireWeapon ())) | ||
bool | Gibbed (name damageType)) | |
GiveUpTactical (bool bNoCharge)) TacticalMove | ||
HearNoise (float Loudness, Actor NoiseMaker)) | ||
HearNoise (float Loudness, Actor NoiseMaker)) Acquisition | ||
HearNoise (float Loudness, Actor NoiseMaker)) Hunting | ||
HearNoise (float Loudness, Actor NoiseMaker)) StakeOut | ||
HitWall (vector HitNormal, actor Wall)) Charging | ||
HitWall (vector HitNormal, actor Wall)) Guarding | ||
HitWall (vector HitNormal, actor Wall)) Hunting | ||
HitWall (vector HitNormal, actor Wall)) Patroling | ||
HitWall (vector HitNormal, actor Wall)) Retreating | ||
HitWall (vector HitNormal, actor Wall)) Roaming | ||
HitWall (vector HitNormal, actor Wall)) TacticalMove | ||
HitWall (vector HitNormal, actor Wall)) Wandering | ||
InitAmbushLoc ())) StartUp | ||
InitPatrolLoc ())) StartUp | ||
JumpOffPawn ())) | ||
JumpOutOfWater (vector jumpDir)) | ||
KeepAttacking ())) MeleeAttack | ||
KeepAttacking ())) RangedAttack | ||
Killed (pawn Killer, pawn Other, name damageType)) | ||
Landed (vector HitNormal)) Ambushing | ||
Landed (vector HitNormal)) FallingState | ||
Landed (vector HitNormal)) Greeting | ||
Landed (vector HitNormal)) TakeHit | ||
Landed (vector HitNormal)) Waiting | ||
LongFall ())) | ||
MayFall ())) Charging | ||
MayFall ())) Hunting | ||
bool | MeleeDamageTarget (int hitdamage, vector pushdir)) | |
bool | NearWall (float walldist)) | |
bool | NeedToTurn (vector targ)) | |
PickDestination ())) Guarding | ||
PickDestination ())) Hunting | ||
PickDestination ())) Patroling | ||
PickDestination ())) Retreating | ||
PickDestination ())) Roaming | ||
PickDestination (bool bNoCharge)) TacticalMove | ||
PickDestination ())) VictoryDance | ||
PickDestination ())) Wandering | ||
PickGuardDestination ())) Threatening | ||
PickNextSpot ())) Retreating | ||
PickThreatenDestination ())) Threatening | ||
PlayAcquisitionSound ())) | ||
PlayChallenge ())) | ||
PlayCombatMove ())) | ||
PlayDeathHit (float Damage, vector HitLocation, name damageType, vector Momentum)) | ||
PlayFearSound ())) | ||
PlayFiring () | ||
PlayGutHit (float tweentime)) | ||
PlayHeadHit (float tweentime)) | ||
PlayHit (float Damage, vector HitLocation, name damageType, vector Momentum)) | ||
PlayHitAnim (vector HitLocation, float Damage)) | ||
PlayHitAnim (vector HitLocation, float Damage)) TakeHit | ||
PlayLeftHit (float tweentime)) | ||
PlayMeleeAttack ())) | ||
PlayRangedAttack ())) | ||
PlayRightHit (float tweentime)) | ||
PlayRoamingSound ())) | ||
PlayThreateningSound ())) | ||
PlayWaitAround ())) AlarmPaused | ||
PreBeginPlay ())) | ||
ReachedHome ())) Retreating | ||
float | RelativeStrength (Pawn Other)) | |
SeePlayer (Actor SeenPlayer)) | ||
SeePlayer (Actor SeenPlayer)) Acquisition | ||
SeePlayer (Actor SeenPlayer)) AlarmPaused | ||
SeePlayer (Actor SeenPlayer)) FallingState | ||
SetAlarm ())) StartUp | ||
SetAlertness (float NewAlertness)) | ||
bool | SetEnemy (Pawn NewEnemy )) | |
bool | SetEnemy (Pawn NewEnemy)) FallingState | |
bool | SetEnemy (Pawn NewEnemy)) Hunting | |
bool | SetEnemy (Pawn NewEnemy)) StakeOut | |
SetFall ())) | ||
SetFall ())) AlarmPaused | ||
SetFall ())) Ambushing | ||
SetFall ())) Charging | ||
SetFall ())) FallingState | ||
SetFall ())) Guarding | ||
SetFall ())) Hunting | ||
SetFall ())) Patroling | ||
SetFall ())) Retreating | ||
SetFall ())) Roaming | ||
SetFall ())) StakeOut | ||
SetFall ())) TacticalMove | ||
SetFall ())) TriggerAlarm | ||
SetFall ())) Wandering | ||
SetHome ())) StartUp | ||
SetMovementPhysics ())) | ||
SetTeam ())) StartUp | ||
Carcass | SpawnCarcass ())) | |
SpawnGibbedCarcass ())) | ||
Speak ())) | ||
SpeakOrderTo (ScriptedPawn TeamMember)) | ||
SpeakTo (ScriptedPawn Other)) | ||
StartRoaming ())) | ||
StopFiring ())) | ||
StopWaiting ())) RangedAttack | ||
float | StrafeAdjust ())) | |
bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest) | |
bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest)) Charging | |
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Acquisition | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) AlarmPaused | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Ambushing | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Charging | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FallingState | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Greeting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Guarding | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) MeleeAttack | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Patroling | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) RangedAttack | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Retreating | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Roaming | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) StakeOut | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TacticalMove | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TakeHit | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Threatening | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TriggerAlarm | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) VictoryDance | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Waiting | ||
TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Wandering | ||
bool | TestDirection (vector dir, out vector pick)) Wandering | |
Timer ())) AlarmPaused | ||
Timer ())) Ambushing | ||
Timer ())) Attacking | ||
Timer ())) Charging | ||
Timer ())) FallingState | ||
Timer ())) Greeting | ||
Timer ())) Guarding | ||
Timer ())) Hunting | ||
Timer ())) Patroling | ||
Timer ())) RangedAttack | ||
Timer ())) Retreating | ||
Timer ())) Roaming | ||
Timer ())) StakeOut | ||
Timer ())) TacticalMove | ||
Timer ())) TakeHit | ||
Timer ())) Waiting | ||
Timer ())) Wandering | ||
Touch (actor Other)) TriggerAlarm | ||
Trigger (actor Other, pawn EventInstigator )) | ||
Trigger (actor Other, pawn EventInstigator )) Patroling | ||
Trigger (actor Other, pawn EventInstigator )) Threatening | ||
TriggerFirstHate ())) | ||
bool | TryToCrouch ())) | |
TryToDuck (vector DuckDir, bool bReversed)) | ||
bool | ValidRecovery ())) TacticalMove | |
WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) | ||
WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Acquisition | ||
WhatToDoNext (name LikelyState, name LikelyLabel)) | ||
ZoneChange (ZoneInfo newZone)) | ||
ZoneChange (ZoneInfo newZone)) FallingState |
States Summary |
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Acquisition Source code |
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state Acquisition |
BeginState, HearNoise, SeePlayer, TakeDamage, WarnTarget |
AlarmPaused Source code |
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state AlarmPaused |
BeginState, Bump, EnemyNotVisible, FindShootTarget, PlayWaitAround, SeePlayer, SetFall, TakeDamage, Timer |
Ambushing Source code |
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state Ambushing |
AnimEnd, BeginState, EnemyAcquired, FindAmbush, Landed, SetFall, TakeDamage, Timer |
Attacking Source code |
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state Attacking |
BeginState, ChooseAttackMode, EnemyNotVisible, Timer |
Charging Source code |
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state Charging |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer |
FallingState Source code |
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state FallingState |
adjustJump, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
Greeting Source code |
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state Greeting |
AnimEnd, Bump, EnemyAcquired, Landed, TakeDamage, Timer |
Guarding Source code |
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state Guarding |
AnimEnd, BeginState, EnemyAcquired, HitWall, PickDestination, SetFall, TakeDamage, Timer |
Hunting Source code |
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state Hunting |
AnimEnd, BeginState, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
MeleeAttack Source code |
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state MeleeAttack |
AnimEnd, BeginState, EnemyNotVisible, KeepAttacking, TakeDamage |
Patroling Source code |
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state Patroling |
AnimEnd, BeginState, EnemyAcquired, FindNextPatrol, HitWall, PickDestination, SetFall, TakeDamage, Timer, Trigger |
RangedAttack Source code |
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state RangedAttack |
AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, StopWaiting, TakeDamage, Timer |
Retreating Source code |
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state Retreating |
AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer |
Roaming Source code |
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state Roaming |
BeginState, Bump, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, Timer |
StakeOut Source code |
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state StakeOut |
AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
StartUp Source code |
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auto state StartUp |
BeginState, InitAmbushLoc, InitPatrolLoc, SetAlarm, SetHome, SetTeam |
TacticalMove Source code |
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state TacticalMove |
AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PickDestination, SetFall, TakeDamage, Timer, ValidRecovery |
TakeHit Source code |
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state TakeHit |
BeginState, Landed, PlayHitAnim, TakeDamage, Timer |
Threatening Source code |
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state Threatening |
BeginState, EndState, EnemyAcquired, EnemyNotVisible, PickGuardDestination, PickThreatenDestination, TakeDamage, Trigger |
TriggerAlarm Source code |
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state TriggerAlarm |
AlarmDone, AnimEnd, BeginState, Bump, EnemyNotVisible, FindAlarm, SetFall, TakeDamage, Touch |
VictoryDance Source code |
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state VictoryDance |
BeginState, EnemyAcquired, PickDestination, TakeDamage |
Waiting Source code |
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state Waiting |
AnimEnd, BeginState, Bump, EnemyAcquired, Landed, TakeDamage, Timer |
Wandering Source code |
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state Wandering |
AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { CarcassType=Class'UnrealShare.CreatureCarcass' TimeBetweenAttacks=1.000000 WalkingSpeed=0.400000 bLeadTarget=True bWarnTarget=True bFirstShot=True ProjectileSpeed=800.000000 bFixedStart=True AirSpeed=320.000000 AccelRate=200.000000 HearingThreshold=0.300000 Land=Sound'UnrealShare.Generic.Land1' WaterStep=Sound'UnrealShare.Generic.LSplash' } |
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