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UE1:Pawn (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- Bot, Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, StationaryPawn
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Pawn, the base class of all actors that can be controlled by players or AI. This is a built-in Unreal class and it shouldn't be modified.
[edit] Properties
[edit] Property group 'AI'
[edit] AttitudeToPlayer
Type: EAttitude
determines how creature will react on seeing player (if in human form)
Default value: ATTITUDE_Hate
[edit] HearingThreshold
Type: float
Minimum noise loudness for hearing
Default value: 1.0
[edit] Intelligence
Type: EIntelligence
Default value: BRAINS_MAMMAL
[edit] PeripheralVision
Type: float
Cosine of limits of peripheral vision.
[edit] SightRadius
Type: float
Maximum seeing distance.
Default value: 2500.0
[edit] Skill
Type: float
skill, scaled by game difficulty (add difficulty to this value)
[edit] Property group 'Combat'
[edit] bCanStrafe
Type: bool
[edit] CombatStyle
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
[edit] MeleeRange
Type: float
[edit] Property group 'Movement'
[edit] AccelRate
Type: float
max acceleration rate
Default value: 500.0
[edit] AirControl
Type: float
Default value: 0.05
[edit] AirSpeed
Type: float
The maximum flying speed.
[edit] GroundSpeed
Type: float
The maximum ground speed.
Default value: 320.0
[edit] JumpZ
Type: float
vertical acceleration w/ jump
Default value: 325.0
[edit] MaxStepHeight
Type: float
Maximum size of upward/downward step.
Default value: 25.0
[edit] UnderWaterTime
Type: float
how much time pawn can go without air (in seconds)
[edit] WaterSpeed
Type: float
The maximum swimming speed.
Default value: 200.0
[edit] Property group 'Orders'
[edit] AlarmTag
Type: name
tag of object to go to when see player
[edit] bFixedStart
Type: bool
[edit] SharedAlarmTag
Type: name
[edit] Property group 'Pawn'
[edit] BaseEyeHeight
Type: float
Base eye height above collision center.
[edit] DropWhenKilled
[edit] FovAngle
Type: float
Default value: 90.0
[edit] Health
Type: int
Modifiers: travel
Default value: 100
[edit] MenuName
Type: string
Modifiers: localized
Name used for this pawn type in menus (e.g. player selection)
[edit] NameArticle
Type: string
Modifiers: localized
article used in conjunction with this class (e.g. "a", "an")
Default value: " a "
[edit] PlayerReplicationInfoClass
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
[edit] ReducedDamagePct
Type: float
[edit] ReducedDamageType
Type: name
Either a damagetype name or 'All', 'AllEnvironment' (Burned, Corroded, Frozen)
[edit] SelectionMesh
Type: string
[edit] SpecialMesh
Type: string
[edit] Visibility
Type: byte
Default value: 128
[edit] VoicePitch
Type: byte
for speech
[edit] VoiceType
Type: string
for speech
[edit] Property group 'Sounds'
[edit] Die
Type: Sound
[edit] HitSound1
Type: Sound
[edit] HitSound2
Type: Sound
[edit] Land
Type: Sound
[edit] WaterStep
Type: Sound
[edit] Internal variables
[edit] Default values
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| AnimSequence | 'Fighter' | ||||||||
| bBlockActors | True | ||||||||
| bBlockPlayers | True | ||||||||
| bCanTeleport | True | ||||||||
| bCollideActors | True | ||||||||
| bCollideWorld | True | ||||||||
| bDirectional | True | ||||||||
| bIsKillGoal | True | ||||||||
| bIsPawn | True | ||||||||
| bProjTarget | True | ||||||||
| bRotateToDesired | True | ||||||||
| bStasis | True | ||||||||
| NetPriority | 2.0 | ||||||||
| RemoteRole | ROLE_SimulatedProxy | ||||||||
| RotationRate |
|
||||||||
| SoundRadius | 9 | ||||||||
| SoundVolume | 240 | ||||||||
| Texture | Texture'Engine.S_Pawn' | ||||||||
| TransientSoundVolume | 2.0 |
[edit] Enums
[edit] EAttitude
- ATTITUDE_Fear
- will try to run away
- ATTITUDE_Hate
- will attack enemy
- ATTITUDE_Frenzy
- will attack anything, indiscriminately
- ATTITUDE_Threaten
- animations, but no attack
- ATTITUDE_Ignore
- ATTITUDE_Friendly
- ATTITUDE_Follow
- accepts player as leader
[edit] EIntelligence
- BRAINS_NONE
- only reacts to immediate stimulus
- BRAINS_REPTILE
- follows to last seen position
- BRAINS_MAMMAL
- simple navigation (limited path length)
- BRAINS_HUMAN
- complex navigation, team coordination, use environment stuff (triggers, etc.)
[edit] Functions
See Pawn functions.
[edit] States
[edit] Dying
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, LongFall, PainTimer, SeePlayer, Trigger, WarnTarget, ZoneChange
[edit] Dying.BeginState
Overrides: Object.BeginState (global)
[edit] Dying.Landed
Overrides: Landed (global)
[edit] Dying.TakeDamage
Overrides: TakeDamage (global)
[edit] Dying.Timer
Overrides: Actor.Timer (global)
[edit] GameEnded
Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange
[edit] GameEnded.BeginState
Overrides: Object.BeginState (global)
