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UE2:U2Pawn (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn |
- Package:
- U2
- Known classes within U2Pawn:
- AnimationControllerBase
- Direct subclasses:
- StationaryPawn, U2PawnBase
- This class in other games:
- U2
| 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. |
U2Pawn.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 3/12/03 12:52p $ $Revision: 219 $ Interface class for U2 Pawns.
[edit] Constants
[edit] MaxTossedItems
Value: 12
[edit] DyingPlacedState
Value: 'DyingPlaced'
[edit] MissionFailedState
Value: 'MissionFailed'
[edit] CleanupCarcassTimerName
Value: 'CleanupCarcassTimer'
[edit] TexExternalPathError
Value: Texture'JLSSBlue'
[edit] TexInternalPathError
Value: Texture'JLSSGreen'
[edit] TexMinZError
Value: Texture'JLSSCyan'
[edit] TexMoveError
Value: Texture'JLSSMagenta'
[edit] TexScriptLoadError
Value: Texture'JLSSWhite'
[edit] TexScriptRunError
Value: Texture'JLSSRed'
[edit] TexOtherError
Value: Texture'JLSSYellow'
[edit] TexDormant
Value: Texture'JLSSGrey'
[edit] MaxWalkingAnims
Value: 8
[edit] MaxCollectMomentumTime
Value: 0.25
[edit] Properties
[edit] Property group 'AI'
[edit] bCanPanic
Type: bool
Default value: True
[edit] bFrozen
Type: bool
set to true to have NPC frozen on startup (can't move/shoot/turn)
[edit] bInfiniteAmmo
Type: bool
if true NPC never runs out of ammo (all non-bots?)
Default value: True
[edit] bReloadsEnabled
Type: bool
if false NPC never reloads weapon
Default value: True
[edit] bSentient
Type: bool
[edit] bStationary
Type: bool
set to true to have NPC stationary on startup (can't move but can shoot/turn)
[edit] CommandFileName
Type: string
file to use with event controller if given/applicable
[edit] CommandStartLabel
Type: string
optional label to start at instead of top of script
[edit] DeadBuoyancy
Type: float
how much buoyancy NPC should have when dead (default = 0 ==> sinks like pig iron)
[edit] Property group 'Pawn'
[edit] AnimationControllerClass
Type: class<AnimationControllerInterf>
type of animation controller class to instantiate
Default value: Class'U2.AnimationControllerBase'
[edit] AssetsHelperClass
Type: class<AssetsHelperGeneric>
assets (sounds, effects) class
Default value: Class'U2.AssetsHelperGeneric'
[edit] bQuickCarcassCleanup
Type: bool
if true, carcass will be cleaned up quickly, otherwise see TimeBeforeCarcassDestroyed
Default value: True
[edit] bUsesFlavorText
Type: bool
set to true for NPCs with recognizable dialog (vocals)
[edit] CarcassPrePivotZ
Type: float
extra PrePivot Z amount for shared animation situations
[edit] DamageFilterClass
Type: class<DamageFilter>
Default value: Class'U2.DamageFilterDefault'
[edit] DefaultInventory
[edit] DefaultWeapon
Type: string
[edit] Description
Type: string
Modifiers: localized
for displaying text different from the speaker string
[edit] GibSetClass
class for gliblety bits
Default value: Class'U2.GibSetGeneric'
[edit] LoopDeathAnimRate
Type: float
[edit] LowGoreMesh
Type: Mesh
[edit] LowGoreMeshGoreLevel
Type: byte
[edit] MinTimeBetweenHitSounds
Type: float
don't play hit sounds any closer together than this
Default value: 0.5
[edit] TimeBeforeCarcassDestroyed
Type: float
only used if bQuickCarcassCleanup=false, set to 0.0 for carcass to be permanent
Default value: 30.0
[edit] TossedItems
Type: string
Array size: MaxTossedItems
things that are spawned and tossed by the Pawn upon death
[edit] VoiceListClass
default class of voice package list
[edit] VoiceListTag
Type: name
tag of placed voice package list
[edit] VoicePackage
Type: string
pawn-specific voice package
[edit] Property group 'Sound'
[edit] SoundSlotTimerListTag
Type: name
tag of the sound slot timer list placed in the level
[edit] Internal variables
See U2Pawn internal variables.
[edit] Default values
| Property | Value |
|---|---|
| AmbientGlow | 17 |
| bAutoEnableAgent | True |
| bCanSwim | True |
| bCanWalk | True |
| bDisturbFluidSurface | True |
| bIgnoreSingularityDamage | False |
| bIgnoreSingularityForces | False |
| bStasis | False |
| ControllerClass | None |
| GibForSureHealth | -250.0 |
| GibMaybeHealth | -100.0 |
| GibMaybeOdds | 0.5 |
| LightBrightness | 70 |
| LightHue | 40 |
| LightRadius | 6 |
| LightSaturation | 128 |
| Physics | PHYS_Falling |
| SoundRadius | 100.0 |
| TransientSoundRadius | 1500.0 |
[edit] Enums
[edit] EErrorType
- ET_ExternalPath
- ET_InternalPath
- ET_MinZ
- ET_Move
- ET_ScriptLoad
- ET_ScriptRun
- ET_Other
[edit] Structs
[edit] MomentumTransferT
[edit] SCurrentStatus
- int<0,3> NumFires
- set in U2PlayerController.Fire
- int<0,3> NumAltFires
- set in U2PlayerController.AltFire
- bool bFiring
- set in U2PlayerNetTestController.ServerMoveEx
- bool bAltFiring
- int<0,65535,32> Yaw
- set in U2PlayerNetTestController.ServerMoveEx
- int<0,65535,64> Pitch
- set in U2PlayerNetTestController.ServerMoveEx
[edit] SInitialAgentInput
[edit] WalkingAnimInfoT
- float MinSpeed
- AnimationControllerInterf.EWalkingAnimType WalkingAnimType
[edit] Functions
[edit] Static functions
[edit] IsPanicDamageType
[edit] Exec functions
[edit] Gesture
[edit] PlayTaunt
[edit] Taunt
[edit] TestMissionFailed
[edit] Events
[edit] BreathTimer
Overrides: Pawn.BreathTimer
[edit] Destroyed
Overrides: Pawn.Destroyed
[edit] DialogBegin
Overrides: Actor.DialogBegin
[edit] DialogEnd
Overrides: Actor.DialogEnd
[edit] FellOutOfWorld
Overrides: Pawn.FellOutOfWorld
[edit] KImpact
Overrides: Actor.KImpact
[edit] LandedEx
Overrides: LicenseePawn.LandedEx
[edit] PostBeginPlay
Overrides: Pawn.PostBeginPlay
[edit] PreBeginPlay
Overrides: LicenseePawn.PreBeginPlay
[edit] Replication
Overrides: Pawn.Replication
[edit] Tick
Overrides: Actor.Tick
[edit] TravelPreAccept
Overrides: Actor.TravelPreAccept
[edit] Other instance functions
See U2Pawn instance functions.
[edit] States
[edit] @DyingPlacedState
Extends: @DyingState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
[edit] @DyingPlacedState.AnimEnd
Overrides: Pawn.@DyingState.AnimEnd
[edit] @DyingPlacedState.BaseChange
Overrides: Pawn.@DyingState.BaseChange
[edit] @DyingPlacedState.BeginState
Overrides: @DyingState.BeginState
[edit] @DyingPlacedState.LandedEx
Overrides: @DyingState.LandedEx
[edit] @DyingPlacedState.SetInitialState
Overrides: Actor.SetInitialState (global)
[edit] @DyingPlacedState.Timer
Overrides: @DyingState.Timer
[edit] @DyingPlacedState.DropEnergy
Overrides: DropEnergy (global)
[edit] @DyingPlacedState.LandThump
Overrides: @DyingState.LandThump
[edit] @DyingPlacedState.LieStill
Overrides: @DyingState.LieStill
[edit] @DyingState
Inherits from: Pawn.@DyingState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
[edit] @DyingState.BeginState
Overrides: Pawn.@DyingState.BeginState
[edit] @DyingState.EndState
Overrides: Object.EndState (global)
[edit] @DyingState.LandedEx
Overrides: LandedEx (global)
[edit] @DyingState.Tick
Overrides: Tick (global)
[edit] @DyingState.Timer
Overrides: Pawn.@DyingState.Timer
[edit] @DyingState.ChunkUp
Overrides: ChunkUp (global)
[edit] @DyingState.CleanupCarcass
[edit] @DyingState.CleanupCarcassTimer
[edit] @DyingState.CleanupShadows
[edit] @DyingState.HandleCarcassCleanup
[edit] @DyingState.LandThump
Overrides: Pawn.@DyingState.LandThump
[edit] @DyingState.LieStill
Overrides: Pawn.@DyingState.LieStill
[edit] @DyingState.NotifyRagdollCollisionChange
Overrides: NotifyRagdollCollisionChange (global)
[edit] @DyingState.NotifyRagdollDeathEnded
Overrides: NotifyRagdollDeathEnded (global)
[edit] @DyingState.ReduceCylinder
Overrides: Pawn.@DyingState.ReduceCylinder
[edit] @DyingState.Trigger
Overrides: Pawn.Trigger (global)
[edit] @MissionFailedState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
[edit] @MissionFailedState.AnimEnd
Overrides: Actor.AnimEnd (global)
[edit] @MissionFailedState.BaseChange
Overrides: Pawn.BaseChange (global)
[edit] @MissionFailedState.BeginState
Overrides: Object.BeginState (global)
[edit] @MissionFailedState.LandedEx
Overrides: LandedEx (global)
[edit] @MissionFailedState.Died
Overrides: Died (global)
[edit] @MissionFailedState.LandThump
[edit] @MissionFailedState.LieStill
[edit] @MissionFailedState.PlayTakeHit
Overrides: Pawn.PlayTakeHit (global)
[edit] @MissionFailedState.PlayWeaponSwitch
[edit] @MissionFailedState.TakeDamage
Overrides: TakeDamage (global)
