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Botpack.FortStandard

Extends
StationaryPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Botpack.StationaryPawn
         |   
         +-- Botpack.FortStandard

Variables Summary
intDamagePointer
PawnDefender
floatLastHelpMessage
NavigationPointNearestPath
floatTotalDamage
FortStandard
boolbFinalFort
boolbFlashing
boolbForceRadius
boolbSayDestroyed
boolbSelfDisplayed
boolbTriggerOnly
floatChargeDist
floatDamageEventThreshold[8]
nameDamageEvent[8]
byteDefensePriority
intDefenseTime
stringDestroyedMessage
nameEndCamTag
nameFallBackFort
stringFortName
nameNearestPathNodeTag
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
function Destroyed ()))
function DestroyFort (pawn InstigatedBy))
functionString GetHumanName ()))
function PostBeginPlay ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function Timer ()))
function Touch (Actor Other ))
function Trigger (actor Other, pawn EventInstigator ))
Inherited Functions from Botpack.StationaryPawn
AddVelocity, SameTeamAs, SetTeam
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


Variables Detail

DamagePointer Source code

var int DamagePointer;

Defender Source code

var Pawn Defender;

LastHelpMessage Source code

var float LastHelpMessage;

NearestPath Source code

var NavigationPoint NearestPath;

TotalDamage Source code

var float TotalDamage;

FortStandard

bFinalFort Source code

var(FortStandard) bool bFinalFort;

bFlashing Source code

var(FortStandard) bool bFlashing;

bForceRadius Source code

var(FortStandard) bool bForceRadius;

bSayDestroyed Source code

var(FortStandard) bool bSayDestroyed;

bSelfDisplayed Source code

var(FortStandard) bool bSelfDisplayed;

bTriggerOnly Source code

var(FortStandard) bool bTriggerOnly;

ChargeDist Source code

var(FortStandard) float ChargeDist;

DamageEventThreshold[8] Source code

var(FortStandard) float DamageEventThreshold[8];

DamageEvent[8] Source code

var(FortStandard) name DamageEvent[8];

DefensePriority Source code

var(FortStandard) byte DefensePriority;

DefenseTime Source code

var(FortStandard) int DefenseTime;

DestroyedMessage Source code

var(FortStandard) localized string DestroyedMessage;

EndCamTag Source code

var(FortStandard) name EndCamTag;

FallBackFort Source code

var(FortStandard) name FallBackFort;

FortName Source code

var(FortStandard) localized string FortName;

NearestPathNodeTag Source code

var(FortStandard) name NearestPathNodeTag;


Functions Detail

Destroyed Source code

function Destroyed ( ) )

DestroyFort Source code

function DestroyFort ( pawn InstigatedBy) )

GetHumanName Source code

function String GetHumanName ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Timer Source code

function Timer ( ) )

Touch Source code

function Touch ( Actor Other ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )


Defaultproperties

defaultproperties
{
     bSelfDisplayed=True
     bFlashing=True
     bSayDestroyed=True
     DefenseTime=10
     ChargeDist=1000.000000
     FortName="Assault Target"
     DestroyedMessage="was destroyed!"
     Health=100
     bAlwaysRelevant=True
     Skin=Texture'UnrealI.Skins.JFlag11'
     Mesh=LodMesh'UnrealI.Flag1M'
     bUnlit=True
     SoundRadius=255
     SoundVolume=255
     bBlockActors=False
     bBlockPlayers=False
     LightEffect=LE_NonIncidence
     LightBrightness=255
     LightHue=170
     LightSaturation=96
     LightRadius=12
}

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Creation time: Fr 7.6.2013 13:14:36.129 - Created with UnCodeX