My program doesn't have bugs. It just develops random features.

UE1:Predator (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> Predator

Contents

Package: 
UPak
Direct subclasses:
PredatorPathUser, TransitionPredator

Predator.

[edit] Properties

[edit] Property group 'Predator'

[edit] AttackThreshold

Type: float


Default value: 300.0

[edit] bDebugLog

Type: bool


[edit] BiteDamage

Type: byte

Basic damage done by bite.

Default value: 5

[edit] GroupRadius

Type: float


Default value: 512.0

[edit] RetreatThreshold

Type: float


Default value: 150.0

[edit] Property group 'Sounds'

[edit] Bite

Type: Sound


Default value: Sound'UPak.Predator.Bite'

[edit] Fear2

Type: Sound


Default value: Sound'UPak.Predator.fear2'

[edit] Fear3

Type: Sound


Default value: Sound'UPak.Predator.fear3'

[edit] Footstep

Type: Sound


Default value: Sound'UPak.Predator.step1'

[edit] Footstep2

Type: Sound


Default value: Sound'UPak.Predator.step2'

[edit] hitsound3

Type: Sound


Default value: Sound'UPak.Predator.hurt3'

[edit] hitsound4

Type: Sound


[edit] Internal variables

[edit] AllHealth

Type: float


Default value: 100.0

[edit] DestList

Type: NavPtInfo

Array size: 32


[edit] DestListSize

Type: int


[edit] GroupHealth

Type: float


Default value: 100.0

[edit] pni

Type: PathNodeIterator


[edit] Default values

Property Value
AccelRate 1200.0
Acquire Sound'UPak.Predator.hate'
AmbientSound Sound'UPak.Predator.Idle'
AttitudeToPlayer ATTITUDE_Ignore
bIsWuss True
bLeadTarget False
Buoyancy 50.0
bWarnTarget False
CarcassType Class'UPak.PredatorCarcass'
CollisionHeight 32.0
CollisionRadius 16.0
CombatStyle 1.0
Die Sound'UPak.Predator.Die'
DrawType DT_Mesh
Fear Sound'UPak.Predator.fear1'
GroundSpeed 525.0
HitSound1 Sound'UPak.Predator.hurt1'
HitSound2 Sound'UPak.Predator.hurt2'
JumpZ 225.0
Mass 50.0
MeleeRange 60.0
Mesh LodMesh'UPak.Predator'
PeripheralVision -1.0
ReFireRate 0.5
Roam Sound'UPak.Predator.Idle'
RotationRate
Member Value
Pitch 3072
Roll 2048
Yaw 120000
Threaten Sound'UPak.Predator.hate'
TransientSoundVolume 3.0
UnderWaterTime -1.0

[edit] Structs

[edit] NavPtInfo

NavigationPoint NavPt 
float Distance 
bool bReachable 
bool bVisibleToEnemy 

[edit] Functions

[edit] Events

[edit] MayFall

event MayFall ()

Overrides: Pawn.MayFall


[edit] PreBeginPlay

event PreBeginPlay ()

Overrides: ScriptedPawn.PreBeginPlay


[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 Predator instance functions.

[edit] States

[edit] Attacking

Inherits from: ScriptedPawn.Attacking

Ignores: Bump, HearNoise, HitWall, SeePlayer

[edit] Attacking.BeginState

event BeginState ()

Overrides: ScriptedPawn.Attacking.BeginState


[edit] Attacking.EnemyNotVisible

event EnemyNotVisible ()

Overrides: ScriptedPawn.Attacking.EnemyNotVisible


[edit] Attacking.TakeDamage

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

Overrides: TakeDamage (global)


[edit] Attacking.Timer

event Timer ()

Overrides: ScriptedPawn.Attacking.Timer


[edit] Attacking.ChooseAttackMode

function ChooseAttackMode ()

Overrides: ScriptedPawn.Attacking.ChooseAttackMode


[edit] Attacking.PeerNotification

function PeerNotification (Pawn Instigator, name Message, Pawn Other)

Overrides: PeerNotification (global)


[edit] Charging

[edit] Charging.TakeDamage

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

Overrides: ScriptedPawn.Charging.TakeDamage


[edit] Charging.PeerNotification

function PeerNotification (Pawn Instigator, name Message, Pawn Other)

Overrides: PeerNotification (global)


[edit] FallingState

Inherits from: ScriptedPawn.FallingState

Ignores: Bump, HearNoise, HitWall, WarnTarget

[edit] FallingState.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.FallingState.Landed


[edit] FallingState.PlayTakeHit

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

Overrides: PlayTakeHit (global)


[edit] Hiding

Ignores: EnemyNotVisible, HearNoise, SeePlayer

[edit] Hiding.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Hiding.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Hiding.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


[edit] Hiding.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Hiding.TakeDamage

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

Overrides: TakeDamage (global)


[edit] Hiding.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Hiding.ChangeDestination

function ChangeDestination ()


[edit] Hiding.PeerNotification

function PeerNotification (Pawn Instigator, name Message, Pawn Other)

Overrides: PeerNotification (global)


[edit] Hiding.PickDestination

function PickDestination ()


[edit] Hiding.PickNextSpot

function PickNextSpot ()


[edit] Hiding.ReachedHome

function ReachedHome ()


[edit] Hiding.SetFall

function SetFall ()

Overrides: ScriptedPawn.SetFall (global)


[edit] Hiding.TurnAround

function TurnAround ()


[edit] Hunting

Inherits from: ScriptedPawn.Hunting

Ignores: EnemyNotVisible

[edit] Hunting.BeginState

event BeginState ()

Overrides: ScriptedPawn.Hunting.BeginState


[edit] Hunting.EndState

event EndState ()

Overrides: ScriptedPawn.Hunting.EndState


[edit] MeleeAttack

[edit] MeleeAttack.TakeDamage

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

Overrides: ScriptedPawn.MeleeAttack.TakeDamage


[edit] MeleeAttack.PeerNotification

function PeerNotification (Pawn Instigator, name Message, Pawn Other)

Overrides: PeerNotification (global)


[edit] Retreating

Inherits from: ScriptedPawn.Retreating

Ignores: Retreating.AnimEnd, Retreating.BeginState, Retreating.Bump, EnemyNotVisible, HearNoise, Retreating.HitWall, SeePlayer, Retreating.SetFall, Retreating.TakeDamage, Retreating.Timer

[edit] TakeHit

Inherits from: ScriptedPawn.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

[edit] TakeHit.BeginState

event BeginState ()

Overrides: ScriptedPawn.TakeHit.BeginState


[edit] TakeHit.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.TakeHit.Landed


[edit] TakeHit.PlayTakeHit

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

Overrides: PlayTakeHit (global)


[edit] Waiting

[edit] Waiting.AnimEnd

event AnimEnd ()

Overrides: ScriptedPawn.Waiting.AnimEnd


[edit] Waiting.BeginState

event BeginState ()

Overrides: ScriptedPawn.Waiting.BeginState


[edit] Waiting.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.Waiting.Bump


[edit] Waiting.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.Waiting.Landed


[edit] Waiting.TakeDamage

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

Overrides: ScriptedPawn.Waiting.TakeDamage


[edit] Waiting.Timer

event Timer ()

Overrides: ScriptedPawn.Waiting.Timer


[edit] Waiting.EnemyAcquired

function EnemyAcquired ()

Overrides: ScriptedPawn.Waiting.EnemyAcquired


[edit] Waiting.PeerNotification

function PeerNotification (Pawn Instigator, name Message, Pawn Other)

Overrides: PeerNotification (global)