There is no spoon
UE1:CSPawn (RTNP)
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| Object >> Actor >> Pawn >> ScriptedPawn >> CSPawn |
Contents |
- Package:
- UDSDemo
- Known direct subclass:
- CSSkaarj
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
The Unreal Director's Suite Release version: Jan 7th, 1999
[ CSPawn ]
The CSPawn class has been included as an example of how you will need to subclass all of the creatures. It's annoying, but in the end allows for much greater control over them in a cut sequence.
[edit] Properties
[edit] BeforeActing
Type: name
What state was this pawn in before it was a CS
[edit] CSMoveTarget
Type: CS_SpikeTape
Where is this pawn heading
[edit] CSShotList
Type: CS_ShotList
What shotlist controls this pawn
[edit] Instance functions
[edit] BeginCS
function BeginCS ()
[edit] EndCS
function EndCS ()
[edit] PlayActWaiting
function PlayActWaiting ()
[edit] PlayFollowRunning
function PlayFollowRunning ()
[edit] PlayFollowWalking
function PlayFollowWalking ()
[edit] States
[edit] ACT_MovingTo
Ignores: Bump, EnemyNotVisible, HearNoise, SeePlayer, Trigger, WarnTarget
[edit] ACT_MovingTo.AnimEnd
event AnimEnd ()
Overrides: Actor.AnimEnd (global)
[edit] ACT_MovingTo.SetFall
function SetFall ()
Overrides: ScriptedPawn.SetFall (global)
[edit] ActWaiting
[edit] ActWaiting.AnimEnd
event AnimEnd ()
Overrides: Actor.AnimEnd (global)
