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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' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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