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UE1:CSSkaarjTrooper (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> CSPawn >> CSSkaarj >> CSSkaarjTrooper

Contents

Package: 
UDSDemo

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

Type: class<Weapon>


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

event PreBeginPlay ()

Overrides: CSSkaarj.PreBeginPlay


[edit] Other instance functions

[edit] CanFireAtEnemy

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


[edit] ChangedWeapon

function ChangedWeapon ()

Overrides: Pawn.ChangedWeapon


[edit] Died

function Died (Pawn Killer, name damageType, Object.Vector HitLocation)

Overrides: Pawn.Died


[edit] PlayActWaiting

function PlayActWaiting ()

Overrides: CSPawn.PlayActWaiting


[edit] PlayChallenge

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


[edit] PlayCock

function PlayCock ()

Overrides: CSSkaarj.PlayCock


[edit] PlayFiring

function PlayFiring ()

Overrides: ScriptedPawn.PlayFiring


[edit] PlayLanded

function PlayLanded (float impactVel)

Overrides: CSSkaarj.PlayLanded


[edit] PlayMovingAttack

function PlayMovingAttack ()

Overrides: Pawn.PlayMovingAttack


[edit] PlayPatrolStop

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


[edit] PlayRangedAttack

function PlayRangedAttack ()

Overrides: CSSkaarj.PlayRangedAttack


[edit] PlayRunning

function PlayRunning ()

Overrides: Pawn.PlayRunning


[edit] PlayTakeHit

function PlayTakeHit (float tweentime, Object.Vector HitLoc, int damage)

Overrides: CSSkaarj.PlayTakeHit


[edit] PlayThreatening

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


[edit] PlayVictoryDance

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


[edit] Shield

function Shield ()


[edit] TossWeapon

function TossWeapon ()

Overrides: Pawn.TossWeapon


[edit] TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


[edit] WarnTarget

function WarnTarget (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: ScriptedPawn.WarnTarget


[edit] States

[edit] Charging

Inherits from: ScriptedPawn.Charging

Ignores: HearNoise, SeePlayer

[edit] Charging.EndState

event EndState ()

Overrides: ScriptedPawn.Charging.EndState


[edit] Hunting

Inherits from: CSSkaarj.Hunting

Ignores: EnemyNotVisible

[edit] Hunting.EndState

event EndState ()

Overrides: CSSkaarj.Hunting.EndState


[edit] MeleeAttack

Inherits from: ScriptedPawn.MeleeAttack

Ignores: Bump, HearNoise, SeePlayer

[edit] RangedAttack

Inherits from: CSSkaarj.RangedAttack

Ignores: HearNoise, SeePlayer

[edit] RangedAttack.AnimEnd

event AnimEnd ()

Overrides: ScriptedPawn.RangedAttack.AnimEnd


[edit] RangedAttack.Bump

event Bump (Actor Other)

Overrides: CSSkaarj.RangedAttack.Bump


[edit] RangedAttack.EndState

event EndState ()

Overrides: ScriptedPawn.RangedAttack.EndState


[edit] RangedAttack.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: ScriptedPawn.RangedAttack.TakeDamage


[edit] RangedAttack.KeepAttacking

function KeepAttacking ()

Overrides: ScriptedPawn.RangedAttack.KeepAttacking


[edit] RangedAttack.PlayRangedAttack

function PlayRangedAttack ()

Overrides: CSSkaarj.RangedAttack.PlayRangedAttack


[edit] RangedAttack.TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


[edit] Retreating

Inherits from: ScriptedPawn.Retreating

Ignores: EnemyNotVisible, HearNoise, SeePlayer

[edit] Retreating.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Startup

Inherits from: ScriptedPawn.StartUp

Modifiers: auto

[edit] Startup.BeginState

event BeginState ()

Overrides: ScriptedPawn.StartUp.BeginState


[edit] Startup.SetHome

function SetHome ()

Overrides: ScriptedPawn.StartUp.SetHome


[edit] TacticalMove

Inherits from: ScriptedPawn.TacticalMove

Ignores: HearNoise, SeePlayer

[edit] TacticalMove.EndState

event EndState ()

Overrides: ScriptedPawn.TacticalMove.EndState


[edit] TakeHit

Inherits from: CSSkaarj.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

[edit] TakeHit.BeginState

event BeginState ()

Overrides: CSSkaarj.TakeHit.BeginState


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