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UE2:Pawn (UT2003)

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UT2003 Object >> Actor >> Pawn
Package: 
Engine
Direct subclasses:
KVehicle, RedeemerWarhead, Scout, UnrealPawn, Vehicle
This class in other games:
RTNP, U1, UT, UE2Runtime, U2XMP, U2, UT2004, UDK, UT3

Pawn, the base class of all actors that can be controlled by players or AI.

Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.

This is a built-in Unreal class and it shouldn't be modified.

Properties[edit]

Property group 'AI'[edit]

AIScriptTag[edit]

Type: name

tag of AIScript which should be associated with this pawn

Alertness[edit]

Type: float

-1 to 1 ->Used within specific states for varying reaction to stimuli

bAdjacentZoneHearing[edit]

Type: bool

can hear any sound in adjacent zone (if close enough to hear)

bAroundCornerHearing[edit]

Type: bool

Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true)

bDontPossess[edit]

Type: bool

if true, Pawn won't be possessed at game start

bLOSHearing[edit]

Type: bool


Default value: True

bMuffledHearing[edit]

Type: bool

can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls

bSameZoneHearing[edit]

Type: bool

can hear any sound in same zone (if close enough to hear)

HearingThreshold[edit]

Type: float

max distance at which a makenoise(1.0) loudness sound can be heard

Default value: 2800.0

PeripheralVision[edit]

Type: float

Cosine of limits of peripheral vision.

SightRadius[edit]

Type: float

Maximum seeing distance.

Default value: 5000.0

Property group 'AnimTweaks'[edit]

BlendChangeTime[edit]

Type: float

time to blend between movement animations

Default value: 0.25

Property group 'Pawn'[edit]

bCanCrouch[edit]

Type: bool

if true, this pawn is capable of crouching

DamageDirIntensity[edit]

Type: byte

Array size: 4

FIXME REMOVE WHEN BREAK NET COMPATIBILITY

HitFx[edit]

Type: HitFXData

Array size: 8


SkillModifier[edit]

Type: float

skill modifier (same scale as game difficulty)

Property group 'Shield'[edit]

ShieldStrength[edit]

Type: float

Modifiers: transient

current shielding (having been activated)

Internal variables[edit]

See Pawn internal variables.

Default values[edit]

Property Value
bBlockActors True
bBlockPlayers True
bCanBeDamaged True
bCanTeleport True
bCollideActors True
bCollideWorld True
bDirectional True
bDisturbFluidSurface True
bNoRepMesh True
bOwnerNoSee True
bProjTarget True
bRotateToDesired True
bShouldBaseAtStartup True
bStasis True
bTravel True
bUpdateSimulatedPosition True
CollisionHeight 78.0
CollisionRadius 34.0
DrawType DT_Mesh
NetPriority 2.0
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Pitch 4096
Roll 3072
Yaw 20000
SoundRadius 60.0
SoundVolume 255
Texture S_Pawn

Structs[edit]

HitFXData[edit]

name Bone 
class<DamageType> damtype 
bool bSever 
Object.Rotator rotDir 

Functions[edit]

Exec functions[edit]

NextItem[edit]

exec function NextItem ()


SwitchToLastWeapon[edit]

exec function SwitchToLastWeapon ()


Native functions[edit]

ForceCrouch[edit]

native function ForceCrouch ()


Get4WayDirection[edit]

simulated native function int Get4WayDirection ()


ReachedDestination[edit]

native function bool ReachedDestination (Actor Goal)


SetTwistLook[edit]

simulated native function SetTwistLook (int twist, int look)


Events[edit]

See Pawn events.

Other instance functions[edit]

See Pawn instance functions.

States[edit]

Dying[edit]

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


Dying.BaseChange[edit]

singular event BaseChange ()

Overrides: BaseChange (global)


Dying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Dying.ChangeAnimation[edit]

event ChangeAnimation ()

Overrides: ChangeAnimation (global)


Dying.FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: FellOutOfWorld (global)


Dying.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Dying.StopPlayFiring[edit]

event StopPlayFiring ()

Overrides: StopPlayFiring (global)


Dying.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: TakeDamage (global)


Dying.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Dying.Died[edit]

function Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

Overrides: Died (global)


Dying.LandThump[edit]

function LandThump ()


Dying.LieStill[edit]

function LieStill ()


Dying.PlayFiring[edit]

function PlayFiring (float Rate, name FiringMode)

Overrides: PlayFiring (global)


Dying.PlayNextAnimation[edit]

simulated function PlayNextAnimation ()


Dying.PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: PlayTakeHit (global)


Dying.PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: PlayWeaponSwitch (global)


Dying.ReduceCylinder[edit]

function ReduceCylinder ()