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UE2:Pawn (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- KVehicle, RedeemerWarhead, Scout, UnrealPawn, Vehicle
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2004, UT3
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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.
[edit] Properties
[edit] Property group 'AI'
[edit] AIScriptTag
Type: name
tag of AIScript which should be associated with this pawn
[edit] Alertness
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
[edit] bAdjacentZoneHearing
Type: bool
can hear any sound in adjacent zone (if close enough to hear)
[edit] bAroundCornerHearing
Type: bool
Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true)
[edit] bDontPossess
Type: bool
if true, Pawn won't be possessed at game start
[edit] bLOSHearing
Type: bool
Default value: True
[edit] bMuffledHearing
Type: bool
can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
[edit] bSameZoneHearing
Type: bool
can hear any sound in same zone (if close enough to hear)
[edit] HearingThreshold
Type: float
max distance at which a makenoise(1.0) loudness sound can be heard
Default value: 2800.0
[edit] PeripheralVision
Type: float
Cosine of limits of peripheral vision.
[edit] SightRadius
Type: float
Maximum seeing distance.
Default value: 5000.0
[edit] Property group 'AnimTweaks'
[edit] BlendChangeTime
Type: float
time to blend between movement animations
Default value: 0.25
[edit] Property group 'Pawn'
[edit] bCanCrouch
Type: bool
if true, this pawn is capable of crouching
[edit] DamageDirIntensity
Type: byte
Array size: 4
FIXME REMOVE WHEN BREAK NET COMPATIBILITY
[edit] HitFx
Type: HitFXData
Array size: 8
[edit] SkillModifier
Type: float
skill modifier (same scale as game difficulty)
[edit] Property group 'Shield'
[edit] ShieldStrength
Type: float
Modifiers: transient
current shielding (having been activated)
[edit] Internal variables
[edit] Default values
| 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 |
|
||||||||
| SoundRadius | 60.0 | ||||||||
| SoundVolume | 255 | ||||||||
| Texture | S_Pawn |
[edit] Structs
[edit] HitFXData
- name Bone
- class<DamageType> damtype
- bool bSever
- Object.Rotator rotDir
[edit] Functions
[edit] Exec functions
[edit] NextItem
[edit] SwitchToLastWeapon
[edit] Native functions
[edit] ForceCrouch
[edit] Get4WayDirection
[edit] ReachedDestination
[edit] SetTwistLook
[edit] Events
See Pawn events.
[edit] Other instance functions
[edit] States
[edit] Dying
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
[edit] Dying.AnimEnd
Overrides: AnimEnd (global)
[edit] Dying.BaseChange
Overrides: BaseChange (global)
[edit] Dying.BeginState
Overrides: Object.BeginState (global)
[edit] Dying.ChangeAnimation
Overrides: ChangeAnimation (global)
[edit] Dying.FellOutOfWorld
Overrides: FellOutOfWorld (global)
[edit] Dying.Landed
Overrides: Landed (global)
[edit] Dying.StopPlayFiring
Overrides: StopPlayFiring (global)
[edit] Dying.TakeDamage
Overrides: TakeDamage (global)
[edit] Dying.Timer
Overrides: Actor.Timer (global)
[edit] Dying.Died
Overrides: Died (global)
[edit] Dying.LandThump
[edit] Dying.LieStill
[edit] Dying.PlayFiring
Overrides: PlayFiring (global)
[edit] Dying.PlayNextAnimation
[edit] Dying.PlayTakeHit
Overrides: PlayTakeHit (global)
[edit] Dying.PlayWeaponSwitch
Overrides: PlayWeaponSwitch (global)
