I'm a doctor, not a mechanic

UE1:ScriptedPawn (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn

Contents

Package: 
UnrealShare
Direct subclasses:
Brute, CSPawn, Cow, DevilFish, Fly, Gasbag, Krall, Manta, Mercenary, Nali, Predator, Pupae, Queen, Skaarj, Slith, Spinner, Squid, Tentacle, Titan, UPakIntermissionCam, Warlord
This class in other games:
U1, UT

ScriptedPawn.

[edit] Properties

See ScriptedPawn properties.

[edit] Functions

[edit] Events

[edit] Bump

event Bump (Actor Other)

Overrides: Actor.Bump


[edit] Falling

singular event Falling ()

Overrides: Pawn.Falling


[edit] HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: Pawn.HearNoise


[edit] LongFall

event LongFall ()

Overrides: Pawn.LongFall


[edit] PreBeginPlay

event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


[edit] SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer


[edit] Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


[edit] ZoneChange

event ZoneChange (ZoneInfo newZone)

Overrides: Actor.ZoneChange


[edit] Other instance functions

See ScriptedPawn instance functions.

[edit] States

[edit] Acquisition

Ignores: Falling, Landed

[edit] Acquisition.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Acquisition.HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


[edit] Acquisition.SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


[edit] Acquisition.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Acquisition.WarnTarget

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

Overrides: WarnTarget (global)


[edit] AlarmPaused

Ignores: HearNoise

[edit] AlarmPaused.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] AlarmPaused.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] AlarmPaused.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] AlarmPaused.SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


[edit] AlarmPaused.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] AlarmPaused.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] AlarmPaused.FindShootTarget

function FindShootTarget ()


[edit] AlarmPaused.PlayWaitAround

function PlayWaitAround ()


[edit] AlarmPaused.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Ambushing

[edit] Ambushing.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Ambushing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Ambushing.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


[edit] Ambushing.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Ambushing.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Ambushing.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Ambushing.FindAmbush

function FindAmbush ()


[edit] Ambushing.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Attacking

Ignores: Bump, HearNoise, HitWall, SeePlayer

[edit] Attacking.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Attacking.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] Attacking.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Attacking.ChooseAttackMode

function ChooseAttackMode ()


[edit] Charging

Ignores: HearNoise, SeePlayer

[edit] Charging.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Charging.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Charging.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Charging.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] Charging.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Charging.MayFall

event MayFall ()

Overrides: Pawn.MayFall (global)


[edit] Charging.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Charging.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Charging.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


[edit] Charging.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Charging.StrafeFromDamage

function bool StrafeFromDamage (Object.Vector momentum, float Damage, name DamageType, bool bFindDest)

Overrides: StrafeFromDamage (global)


[edit] FallingState

Ignores: Bump, HitWall, WarnTarget

[edit] FallingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] FallingState.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] FallingState.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] FallingState.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


[edit] FallingState.SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


[edit] FallingState.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] FallingState.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] FallingState.ZoneChange

event ZoneChange (ZoneInfo newZone)

Overrides: ZoneChange (global)


[edit] FallingState.adjustJump

function adjustJump ()


[edit] FallingState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] FallingState.SetEnemy

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


[edit] FallingState.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Greeting

Ignores: EnemyNotVisible, SeePlayer

[edit] Greeting.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Greeting.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] Greeting.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


[edit] Greeting.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Greeting.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Greeting.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Guarding

[edit] Guarding.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Guarding.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Guarding.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Guarding.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Guarding.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Guarding.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Guarding.PickDestination

function PickDestination ()


[edit] Guarding.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Hunting

Ignores: EnemyNotVisible

[edit] Hunting.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Hunting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Hunting.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Hunting.HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


[edit] Hunting.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Hunting.MayFall

event MayFall ()

Overrides: Pawn.MayFall (global)


[edit] Hunting.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Hunting.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Hunting.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


[edit] Hunting.FindViewSpot

function bool FindViewSpot ()


[edit] Hunting.PickDestination

function PickDestination ()


[edit] Hunting.SetEnemy

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


[edit] Hunting.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] MeleeAttack

Ignores: Bump, HearNoise, SeePlayer

[edit] MeleeAttack.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] MeleeAttack.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] MeleeAttack.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] MeleeAttack.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] MeleeAttack.KeepAttacking

function KeepAttacking ()


[edit] Patroling

[edit] Patroling.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Patroling.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Patroling.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Patroling.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Patroling.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Patroling.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)


[edit] Patroling.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Patroling.FindNextPatrol

function FindNextPatrol ()


[edit] Patroling.PickDestination

function PickDestination ()


[edit] Patroling.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] RangedAttack

Ignores: Bump, HearNoise, SeePlayer

[edit] RangedAttack.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] RangedAttack.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] RangedAttack.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] RangedAttack.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] RangedAttack.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] RangedAttack.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] RangedAttack.KeepAttacking

function KeepAttacking ()


[edit] RangedAttack.StopWaiting

function StopWaiting ()

Overrides: Pawn.StopWaiting (global)


[edit] Retreating

Ignores: EnemyNotVisible, HearNoise, SeePlayer

[edit] Retreating.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Retreating.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Retreating.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] Retreating.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Retreating.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Retreating.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Retreating.ChangeDestination

function ChangeDestination ()


[edit] Retreating.PickDestination

function PickDestination ()


[edit] Retreating.PickNextSpot

function PickNextSpot ()


[edit] Retreating.ReachedHome

function ReachedHome ()


[edit] Retreating.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Roaming

Ignores: EnemyNotVisible

[edit] Roaming.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Roaming.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] Roaming.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Roaming.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Roaming.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Roaming.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Roaming.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


[edit] Roaming.PickDestination

function PickDestination ()


[edit] Roaming.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] StakeOut

Ignores: EnemyNotVisible

[edit] StakeOut.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] StakeOut.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] StakeOut.HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


[edit] StakeOut.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] StakeOut.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] StakeOut.AdjustAim

function Object.Rotator AdjustAim (float projSpeed, Object.Vector projStart, int aimerror, bool leadTarget, bool warnTarget)

Overrides: AdjustAim (global)


[edit] StakeOut.SetEnemy

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


[edit] StakeOut.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] StartUp

Modifiers: auto

[edit] StartUp.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] StartUp.InitAmbushLoc

function InitAmbushLoc ()


[edit] StartUp.InitPatrolLoc

function InitPatrolLoc ()


[edit] StartUp.SetAlarm

function SetAlarm ()


[edit] StartUp.SetHome

function SetHome ()


[edit] StartUp.SetTeam

function SetTeam ()


[edit] TacticalMove

Ignores: HearNoise, SeePlayer

[edit] TacticalMove.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] TacticalMove.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] TacticalMove.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] TacticalMove.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] TacticalMove.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] TacticalMove.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] TacticalMove.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] TacticalMove.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


[edit] TacticalMove.GiveUpTactical

function GiveUpTactical (bool bNoCharge)


[edit] TacticalMove.PickDestination

function PickDestination (bool bNoCharge)


[edit] TacticalMove.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] TacticalMove.ValidRecovery

function bool ValidRecovery ()


[edit] TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

[edit] TakeHit.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] TakeHit.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


[edit] TakeHit.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] TakeHit.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] TakeHit.PlayHitAnim

function PlayHitAnim (Object.Vector HitLocation, float Damage)

Overrides: PlayHitAnim (global)


[edit] Threatening

Ignores: Falling, Landed

[edit] Threatening.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Threatening.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Threatening.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] Threatening.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Threatening.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)


[edit] Threatening.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Threatening.PickGuardDestination

function PickGuardDestination ()


[edit] Threatening.PickThreatenDestination

function PickThreatenDestination ()


[edit] TriggerAlarm

Ignores: HearNoise, SeePlayer

[edit] TriggerAlarm.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] TriggerAlarm.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] TriggerAlarm.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] TriggerAlarm.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


[edit] TriggerAlarm.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] TriggerAlarm.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


[edit] TriggerAlarm.AlarmDone

function AlarmDone ()


[edit] TriggerAlarm.FindAlarm

function FindAlarm ()


[edit] TriggerAlarm.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] VictoryDance

Ignores: EnemyNotVisible

[edit] VictoryDance.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] VictoryDance.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] VictoryDance.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] VictoryDance.PickDestination

function PickDestination ()


[edit] Waiting

[edit] Waiting.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Waiting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Waiting.Bump

event Bump (Actor Other)

Overrides: Bump (global)


[edit] Waiting.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


[edit] Waiting.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Waiting.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Waiting.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Wandering

Ignores: EnemyNotVisible

[edit] Wandering.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Wandering.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Wandering.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Wandering.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


[edit] Wandering.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


[edit] Wandering.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Wandering.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


[edit] Wandering.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


[edit] Wandering.PickDestination

function PickDestination ()


[edit] Wandering.SetFall

function SetFall ()

Overrides: SetFall (global)


[edit] Wandering.TestDirection

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


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