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UE1:Mercenary (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> Mercenary

Contents

Package: 
UnrealI
Direct subclass:
MercenaryElite
This class in other games:
U1, UT

Mercenary

[edit] Properties

[edit] Property group 'Mercenary'

[edit] bButtonPusher

Type: bool


[edit] bCanFireWhileInvulnerable

Type: bool


[edit] bHasInvulnerableShield

Type: bool


Default value: True

[edit] bSquatter

Type: bool


[edit] bTalker

Type: bool


[edit] invulnerableCharge

Type: float


Default value: 9.0

[edit] OrdersGiven

Type: byte


[edit] PunchDamage

Type: byte


Default value: 20

[edit] Property group 'Sounds'

[edit] breath

Type: Sound


[edit] CheckWeapon

Type: Sound


Default value: Sound'UnrealI.Mercenary.weapon1mr'

[edit] Flip

Type: Sound


Default value: Sound'UnrealI.Mercenary.flip1mr'

[edit] footstep1

Type: Sound


Default value: Sound'UnrealI.Mercenary.walk2mr'

[edit] Punch

Type: Sound


Default value: Sound'UnrealI.Mercenary.swat1mr'

[edit] PunchHit

Type: Sound


Default value: Sound'UnrealI.Mercenary.hit1mr'

[edit] syllable1

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl1mr'

[edit] syllable2

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl2mr'

[edit] syllable3

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl3mr'

[edit] syllable4

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl4mr'

[edit] syllable5

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl5mr'

[edit] syllable6

Type: Sound


Default value: Sound'UnrealI.Mercenary.syl6mr'

[edit] WeaponSpray

Type: Sound


Default value: Sound'UnrealI.Mercenary.spray1mr'

[edit] Internal variables

[edit] bAlertedTeam

Type: bool


[edit] bIsInvulnerable

Type: bool


[edit] bPatroling

Type: bool


[edit] invulnerableTime

Type: float


[edit] phrase

Type: name


[edit] phrasesyllable

Type: byte


[edit] sprayoffset

Type: int


[edit] voicePitch

Type: float


[edit] Default values

Property Value
AccelRate 800.0
Acquire Sound'UnrealI.Mercenary.chlng2mr'
Aggressiveness 0.5
AirSpeed 300.0
AmbientSound Sound'UnrealI.Mercenary.amb1mr'
bCanStrafe True
bGreenBlood True
bHasRangedAttack True
bMovingRangedAttack True
Buoyancy 150.0
CarcassType Class'UnrealI.MercCarcass'
CollisionHeight 48.0
CollisionRadius 35.0
CombatStyle 0.5
Die Sound'UnrealI.Mercenary.death1mr'
DrawType DT_Mesh
Fear Sound'UnrealI.Mercenary.chlng3mr'
GroundSpeed 280.0
Health 180
HitSound1 Sound'UnrealI.Mercenary.injur2mr'
HitSound2 Sound'UnrealI.Mercenary.injur3mr'
Intelligence BRAINS_HUMAN
Land Sound'UnrealI.Mercenary.land1mr'
LightBrightness 255
LightEffect LE_NonIncidence
LightHue 170
LightRadius 12
LightSaturation 96
Mass 150.0
MeleeRange 50.0
Mesh LodMesh'UnrealI.Merc'
RangedProjectile Class'UnrealI.MercRocket'
ReFireRate 0.5
Roam Sound'UnrealI.Mercenary.nearbymr'
RotationRate
Member Value
Pitch 3072
Roll 0
Yaw 65000
Texture Texture'UnrealI.Skins.Silver'
Threaten Sound'UnrealI.Mercenary.chlng3mr'
UnderWaterTime -1.0

[edit] Functions

[edit] Events

[edit] FootZoneChange

event FootZoneChange (ZoneInfo newFootZone)

Overrides: Pawn.FootZoneChange


[edit] HeadZoneChange

event HeadZoneChange (ZoneInfo newHeadZone)

Overrides: Pawn.HeadZoneChange


[edit] PainTimer

event PainTimer ()

Overrides: Pawn.PainTimer


[edit] PreBeginPlay

event PreBeginPlay ()

Overrides: ScriptedPawn.PreBeginPlay


[edit] SpeechTimer

event SpeechTimer ()

Overrides: Pawn.SpeechTimer


[edit] TakeDamage

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

Overrides: Pawn.TakeDamage


[edit] ZoneChange

event ZoneChange (ZoneInfo newZone)

Overrides: ScriptedPawn.ZoneChange


[edit] Other instance functions

See Mercenary instance functions.

[edit] States

[edit] Invulnerable

Ignores: Bump, HearNoise, SeePlayer

[edit] Invulnerable.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Invulnerable.TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


[edit] RangedAttack

Inherits from: ScriptedPawn.RangedAttack

Ignores: HearNoise, SeePlayer

[edit] RangedAttack.BeginState

event BeginState ()

Overrides: ScriptedPawn.RangedAttack.BeginState


[edit] RangedAttack.TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


[edit] SpeakOrders

Ignores: Bump, HearNoise, SeePlayer

[edit] SpeakOrders.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] SpeakOrders.TakeDamage

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

Overrides: TakeDamage (global)


[edit] SpeakOrders.Killed

function Killed (Pawn Killer, Pawn Other, name damageType)

Overrides: ScriptedPawn.Killed (global)