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UE1:CSSkaarjTrooper (RTNP)
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The Unreal Director's Suite Release version: Jan 7th, 1999
[ CSSkaarjTrooper ]
This actor has been included to show as an example of how to get greater control over the actors in your Cut Sequence.
[edit] Properties
[edit] Property group 'CSSkaarjTrooper'
[edit] WeaponType
Default value: Class'UnrealShare.DispersionPistol'
[edit] Internal variables
[edit] duckTime
Type: float
[edit] myWeapon
Type: Weapon
[edit] Default values
| Property | Value |
|---|---|
| Buoyancy | 125.0 |
| CarcassType | Class'UnrealI.TrooperCarcass' |
| ClawDamage | 10 |
| CollisionHeight | 42.0 |
| CollisionRadius | 32.0 |
| CombatStyle | 0.3 |
| GroundSpeed | 400.0 |
| Health | 170 |
| LungeDamage | 20 |
| Mass | 125.0 |
| Mesh | LodMesh'UnrealI.sktrooper' |
| RangedProjectile | None |
| Skin | Texture'UnrealI.Skins.sktrooper1' |
| SpinDamage | 15 |
[edit] Functions
[edit] Events
[edit] PreBeginPlay
Overrides: CSSkaarj.PreBeginPlay
[edit] Other instance functions
[edit] CanFireAtEnemy
Overrides: ScriptedPawn.CanFireAtEnemy
[edit] ChangedWeapon
Overrides: Pawn.ChangedWeapon
[edit] Died
Overrides: Pawn.Died
[edit] PlayActWaiting
Overrides: CSPawn.PlayActWaiting
[edit] PlayChallenge
Overrides: ScriptedPawn.PlayChallenge
[edit] PlayCock
Overrides: CSSkaarj.PlayCock
[edit] PlayFiring
Overrides: ScriptedPawn.PlayFiring
[edit] PlayLanded
Overrides: CSSkaarj.PlayLanded
[edit] PlayMovingAttack
Overrides: Pawn.PlayMovingAttack
[edit] PlayPatrolStop
Overrides: Pawn.PlayPatrolStop
[edit] PlayRangedAttack
Overrides: CSSkaarj.PlayRangedAttack
[edit] PlayRunning
Overrides: Pawn.PlayRunning
[edit] PlayTakeHit
Overrides: CSSkaarj.PlayTakeHit
[edit] PlayThreatening
Overrides: Pawn.PlayThreatening
[edit] PlayVictoryDance
Overrides: Pawn.PlayVictoryDance
[edit] Shield
[edit] TossWeapon
Overrides: Pawn.TossWeapon
[edit] TryToDuck
Overrides: ScriptedPawn.TryToDuck
[edit] WarnTarget
Overrides: ScriptedPawn.WarnTarget
[edit] States
[edit] Charging
Inherits from: ScriptedPawn.Charging
[edit] Charging.EndState
Overrides: ScriptedPawn.Charging.EndState
[edit] Hunting
Inherits from: CSSkaarj.Hunting
[edit] Hunting.EndState
Overrides: CSSkaarj.Hunting.EndState
[edit] MeleeAttack
Inherits from: ScriptedPawn.MeleeAttack
Ignores: Bump, HearNoise, SeePlayer
[edit] RangedAttack
Inherits from: CSSkaarj.RangedAttack
[edit] RangedAttack.AnimEnd
Overrides: ScriptedPawn.RangedAttack.AnimEnd
[edit] RangedAttack.Bump
Overrides: CSSkaarj.RangedAttack.Bump
[edit] RangedAttack.EndState
Overrides: ScriptedPawn.RangedAttack.EndState
[edit] RangedAttack.TakeDamage
Overrides: ScriptedPawn.RangedAttack.TakeDamage
[edit] RangedAttack.KeepAttacking
Overrides: ScriptedPawn.RangedAttack.KeepAttacking
[edit] RangedAttack.PlayRangedAttack
Overrides: CSSkaarj.RangedAttack.PlayRangedAttack
[edit] RangedAttack.TryToDuck
Overrides: TryToDuck (global)
[edit] Retreating
Inherits from: ScriptedPawn.Retreating
Ignores: EnemyNotVisible, HearNoise, SeePlayer
[edit] Retreating.EndState
Overrides: Object.EndState (global)
[edit] Startup
Inherits from: ScriptedPawn.StartUp
Modifiers: auto
[edit] Startup.BeginState
Overrides: ScriptedPawn.StartUp.BeginState
[edit] Startup.SetHome
Overrides: ScriptedPawn.StartUp.SetHome
[edit] TacticalMove
Inherits from: ScriptedPawn.TacticalMove
[edit] TacticalMove.EndState
Overrides: ScriptedPawn.TacticalMove.EndState
[edit] TakeHit
Inherits from: CSSkaarj.TakeHit
Ignores: Bump, HearNoise, HitWall, SeePlayer
[edit] TakeHit.BeginState
Overrides: CSSkaarj.TakeHit.BeginState
