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UE2:U2Pawn (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn

Contents

Package: 
U2
Known classes within U2Pawn:
AnimationControllerBase
Direct subclasses:
StationaryPawn, U2PawnBase
This class in other games:
U2

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

Type: array<string>


[edit] DefaultWeapon

Type: string


[edit] Description

Type: string

Modifiers: localized

for displaying text different from the speaker string

[edit] GibSetClass

Type: class<GibSet>

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

Type: class<VoiceList>

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

float MomentumTransfer 
float Time 
int NumHits 
mdf-tbr: debug

[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

name InputName 
name InputValue 

[edit] WalkingAnimInfoT

float MinSpeed 
AnimationControllerInterf.EWalkingAnimType WalkingAnimType 

[edit] Functions

[edit] Static functions

[edit] IsPanicDamageType

static function bool IsPanicDamageType (class<DamageTypeDamageType)


[edit] Exec functions

[edit] Gesture

exec function Gesture (name Sequence, optional float Rate)


[edit] PlayTaunt

exec function PlayTaunt ()


[edit] Taunt

exec function Taunt (name Sequence)


[edit] TestMissionFailed

exec function TestMissionFailed (name ViewTargetTag)


[edit] Events

[edit] BreathTimer

event BreathTimer ()

Overrides: Pawn.BreathTimer


[edit] Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


[edit] DialogBegin

event DialogBegin (Actor Other)

Overrides: Actor.DialogBegin


[edit] DialogEnd

event DialogEnd ()

Overrides: Actor.DialogEnd


[edit] FellOutOfWorld

event FellOutOfWorld ()

Overrides: Pawn.FellOutOfWorld


[edit] KImpact

event KImpact (Actor other, Object.Vector pos, Object.Vector impactVel, Object.Vector impactNorm)

Overrides: Actor.KImpact


[edit] LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LicenseePawn.LandedEx


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: LicenseePawn.PreBeginPlay


[edit] Replication

event Replication ()

Overrides: Pawn.Replication


[edit] Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] TravelPreAccept

event 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

event AnimEnd (int Channel)

Overrides: Pawn.@DyingState.AnimEnd


[edit] @DyingPlacedState.BaseChange

singular event BaseChange ()

Overrides: Pawn.@DyingState.BaseChange


[edit] @DyingPlacedState.BeginState

event BeginState ()

Overrides: @DyingState.BeginState


[edit] @DyingPlacedState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: @DyingState.LandedEx


[edit] @DyingPlacedState.SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState (global)


[edit] @DyingPlacedState.Timer

event Timer ()

Overrides: @DyingState.Timer


[edit] @DyingPlacedState.DropEnergy

function DropEnergy ()

Overrides: DropEnergy (global)


[edit] @DyingPlacedState.LandThump

function LandThump ()

Overrides: @DyingState.LandThump


[edit] @DyingPlacedState.LieStill

function LieStill ()

Overrides: @DyingState.LieStill


[edit] @DyingState

Inherits from: Pawn.@DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

[edit] @DyingState.BeginState

event BeginState ()

Overrides: Pawn.@DyingState.BeginState


[edit] @DyingState.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] @DyingState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


[edit] @DyingState.Tick

event Tick (float DeltaSeconds)

Overrides: Tick (global)


[edit] @DyingState.Timer

event Timer ()

Overrides: Pawn.@DyingState.Timer


[edit] @DyingState.ChunkUp

function ChunkUp ()

Overrides: ChunkUp (global)


[edit] @DyingState.CleanupCarcass

function CleanupCarcass ()


[edit] @DyingState.CleanupCarcassTimer

function CleanupCarcassTimer ()


[edit] @DyingState.CleanupShadows

function CleanupShadows ()


[edit] @DyingState.HandleCarcassCleanup

function HandleCarcassCleanup ()


[edit] @DyingState.LandThump

function LandThump ()

Overrides: Pawn.@DyingState.LandThump


[edit] @DyingState.LieStill

function LieStill ()

Overrides: Pawn.@DyingState.LieStill


[edit] @DyingState.NotifyRagdollCollisionChange

function NotifyRagdollCollisionChange ()

Overrides: NotifyRagdollCollisionChange (global)


[edit] @DyingState.NotifyRagdollDeathEnded

function NotifyRagdollDeathEnded ()

Overrides: NotifyRagdollDeathEnded (global)


[edit] @DyingState.ReduceCylinder

function ReduceCylinder ()

Overrides: Pawn.@DyingState.ReduceCylinder


[edit] @DyingState.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Pawn.Trigger (global)


[edit] @MissionFailedState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

[edit] @MissionFailedState.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


[edit] @MissionFailedState.BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


[edit] @MissionFailedState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] @MissionFailedState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


[edit] @MissionFailedState.Died

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

Overrides: Died (global)


[edit] @MissionFailedState.LandThump

function LandThump ()


[edit] @MissionFailedState.LieStill

function LieStill ()


[edit] @MissionFailedState.PlayTakeHit

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

Overrides: Pawn.PlayTakeHit (global)


[edit] @MissionFailedState.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)


[edit] @MissionFailedState.TakeDamage

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

Overrides: TakeDamage (global)