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UE1:Nali (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> Nali

Contents

Package: 
UnrealShare
Direct subclasses:
NaliCopter, NaliPriest
This class in other games:
U1, UT

Nali.

[edit] Properties

[edit] Property group 'Nali'

[edit] bNeverBow

Type: bool


[edit] Tool

Type: Weapon


[edit] Property group 'Sounds'

[edit] backup

Type: Sound


Default value: Sound'UnrealShare.Nali.backup2n'

[edit] bowing

Type: Sound


Default value: Sound'UnrealShare.Nali.bowing1n'

[edit] breath

Type: Sound


Default value: Sound'UnrealShare.Nali.breath1n'

[edit] cough

Type: Sound


Default value: Sound'UnrealShare.Nali.cough1n'

[edit] cringe

Type: Sound


Default value: Sound'UnrealShare.Nali.cringe2n'

[edit] pray

Type: Sound


Default value: Sound'UnrealShare.Nali.pray1n'

[edit] sweat

Type: Sound


Default value: Sound'UnrealShare.Nali.sweat1n'

[edit] syllable1

Type: Sound


Default value: Sound'UnrealShare.Nali.syl1n'

[edit] syllable2

Type: Sound


Default value: Sound'UnrealShare.Nali.syl2n'

[edit] syllable3

Type: Sound


Default value: Sound'UnrealShare.Nali.syl3n'

[edit] syllable4

Type: Sound


Default value: Sound'UnrealShare.Nali.syl4n'

[edit] syllable5

Type: Sound


Default value: Sound'UnrealShare.Nali.syl5n'

[edit] syllable6

Type: Sound


Default value: Sound'UnrealShare.Nali.syl6n'

[edit] urgefollow

Type: Sound


Default value: Sound'UnrealShare.Nali.follow1n'

[edit] Internal variables

[edit] bCringing

Type: bool


[edit] bFading

Type: bool


[edit] bGesture

Type: bool


[edit] bHasWandered

Type: bool


[edit] Default values

Property Value
AccelRate 900.0
Acquire Sound'UnrealShare.Nali.contct1n'
Aggressiveness -10.0
AttitudeToPlayer ATTITUDE_Friendly
bHasRangedAttack True
bIsWuss True
Buoyancy 95.0
CarcassType Class'UnrealShare.NaliCarcass'
CollisionHeight 48.0
CollisionRadius 24.0
Die Sound'UnrealShare.Nali.death1n'
DrawType DT_Mesh
Fear Sound'UnrealShare.Nali.fear1n'
GroundSpeed 300.0
Health 40
HitSound1 Sound'UnrealShare.Nali.injur1n'
HitSound2 Sound'UnrealShare.Nali.injur2n'
Intelligence BRAINS_HUMAN
JumpZ -1.0
MeleeRange 40.0
Mesh LodMesh'UnrealShare.Nali1'
ReFireRate 0.5
Roam Sound'UnrealShare.Nali.breath1n'
RotationRate
Member Value
Pitch 2048
Roll 0
Yaw 40000
SightRadius 1500.0
Threaten Sound'UnrealShare.Nali.contct3n'
TimeBetweenAttacks 0.5
UnderWaterTime 6.0
WaterSpeed 100.0

[edit] Functions

[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


[edit] Other instance functions

See Nali instance functions.

[edit] States

[edit] AlarmPaused

Inherits from: ScriptedPawn.AlarmPaused

Ignores: AlarmPaused.Bump, HearNoise

[edit] AlarmPaused.BeginState

event BeginState ()

Overrides: ScriptedPawn.AlarmPaused.BeginState


[edit] AlarmPaused.PlayWaitAround

function PlayWaitAround ()

Overrides: ScriptedPawn.AlarmPaused.PlayWaitAround


[edit] AlarmPaused.PlayWaiting

function PlayWaiting ()

Overrides: PlayWaiting (global)


[edit] FadeOut

Ignores: EnemyNotVisible, HearNoise, HitWall, SeePlayer

[edit] FadeOut.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] FadeOut.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] FadeOut.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] FadeOut.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Guarding

[edit] Guarding.PlayPatrolStop

function PlayPatrolStop ()

Overrides: PlayPatrolStop (global)


[edit] Retreating

Inherits from: ScriptedPawn.Retreating

Ignores: Retreating.AnimEnd, Retreating.Bump, HearNoise

[edit] Retreating.BeginState

event BeginState ()

Overrides: ScriptedPawn.Retreating.BeginState


[edit] Retreating.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.Retreating.Bump


[edit] Retreating.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Retreating.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] Retreating.SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: ScriptedPawn.SeePlayer (global)


[edit] Retreating.ChangeDestination

function ChangeDestination ()

Overrides: ScriptedPawn.Retreating.ChangeDestination


[edit] Retreating.PickDestination

function PickDestination ()

Overrides: ScriptedPawn.Retreating.PickDestination


[edit] Retreating.ReachedHome

function ReachedHome ()

Overrides: ScriptedPawn.Retreating.ReachedHome


[edit] Retreating.SetFall

function SetFall ()

Overrides: ScriptedPawn.Retreating.SetFall


[edit] Roaming

Inherits from: ScriptedPawn.Roaming

Ignores: EnemyNotVisible

[edit] Roaming.PickDestination

function PickDestination ()

Overrides: ScriptedPawn.Roaming.PickDestination


[edit] TriggerAlarm

Inherits from: ScriptedPawn.TriggerAlarm

Ignores: HearNoise, SeePlayer

[edit] TriggerAlarm.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.TriggerAlarm.Bump


[edit] Wandering

Inherits from: ScriptedPawn.Wandering

Ignores: EnemyNotVisible

[edit] Wandering.PickDestination

function PickDestination ()

Overrides: ScriptedPawn.Wandering.PickDestination