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UE1:ScriptedPawn properties (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> ScriptedPawn (properties) |
- ScriptedPawn properties in other games:
- U1, UT
- Other member categories for this class:
- instance functions
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Properties
[edit] Property group 'AI'
[edit] bHateWhenTriggered
Type: bool
[edit] bIgnoreFriends
Type: bool
don't react to friend's noises (and make their enemy yours)
[edit] bIsBoss
Type: bool
[edit] bQuiet
Type: bool
[edit] bTeamLeader
Type: bool
[edit] FirstHatePlayerEvent
Type: name
[edit] TeamTag
Type: name
[edit] Property group 'Combat'
[edit] Aggressiveness
Type: float
0.0 to 1.0 (typically)
[edit] bHasRangedAttack
Type: bool
can attack from beyond melee range
[edit] bIsWuss
Type: bool
always takes hit
[edit] bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
[edit] bMovingRangedAttack
Type: bool
can perform ranged attack while moving
[edit] bWarnTarget
Type: bool
warn target when projectile attack
Default value: True
[edit] ProjectileSpeed
Type: float
Default value: 800.0
[edit] RangedProjectile
[edit] ReFireRate
Type: float
chance of shooting multiple times in one attack
[edit] TimeBetweenAttacks
Type: float
seconds - modified by difficulty
Default value: 1.0
[edit] Property group 'Orders'
[edit] bDelayedPatrol
Type: bool
[edit] bNoWait
Type: bool
Friendly creature no wait going to alarm
[edit] Orders
Type: name
[edit] OrderTag
Type: name
tag of object referred to by orders
[edit] Property group 'Pawn'
[edit] CarcassType
Default value: Class'UnrealShare.CreatureCarcass'
[edit] Property group 'Sounds'
[edit] Acquire
Type: Sound
[edit] Fear
Type: Sound
[edit] Roam
Type: Sound
[edit] Threaten
Type: Sound
[edit] Internal variables
[edit] bCanBePissed
Type: bool
[edit] bCanDuck
Type: bool
[edit] bCanFire
Type: bool
used by TacticalMove and Charging states
[edit] bCanSpeak
Type: bool
[edit] bChangeDir
Type: bool
tactical move boolean
[edit] bClearShot
Type: bool
[edit] bCrouching
Type: bool
[edit] bFiringPaused
Type: bool
[edit] bFirstHatePlayer
Type: bool
[edit] bFirstShot
Type: bool
Default value: True
[edit] bFrustrated
Type: bool
[edit] bGreenBlood
Type: bool
[edit] bInitialFear
Type: bool
[edit] bIsSpeaking
Type: bool
[edit] bMoraleBoosted
Type: bool
[edit] bReadyToAttack
Type: bool
can attack again
[edit] bSpecialGoal
Type: bool
[edit] bSpecialPausing
Type: bool
[edit] bStrafeDir
Type: bool
[edit] bTeamSpeaking
Type: bool
[edit] Hated
Type: Pawn
[edit] HidingSpot
Type: Object.Vector
[edit] HuntStartTime
Type: float
[edit] LastPainAnim
Type: name
[edit] LastPainTime
Type: float
[edit] NextAnim
Type: name
used in states with multiple, sequenced animations
[edit] numHuntPaths
Type: int
[edit] OldEnemy
Type: Pawn
[edit] OrderObject
Type: Actor
object referred to by orders (if applicable)
[edit] RoamStartTime
Type: float
[edit] Team
Type: int
[edit] TeamID
Type: int
[edit] TeamLeader
Type: ScriptedPawn
[edit] WalkingSpeed
Type: float
Default value: 0.4
[edit] Default values
| Property | Value |
|---|---|
| AccelRate | 200.0 |
| AirSpeed | 320.0 |
| bFixedStart | True |
| HearingThreshold | 0.3 |
| Land | Sound'UnrealShare.Generic.Land1' |
| WaterStep | Sound'UnrealShare.Generic.LSplash' |
