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UE2:Monster (UT2003)

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UT2003 Object >> Actor >> Pawn >> UnrealPawn >> xPawn >> Monster

Contents

Package: 
SkaarjPack
Direct subclasses:
Brute, GasBag, Krall, Manta, RazorFly, SkaarjPupae, Skaarj, Warlord
This class in other games:
UT2004

null

[edit] Properties

[edit] AmmunitionClass

Type: class<Ammunition>


[edit] bAlwaysStrafe

Type: bool


[edit] bBoss

Type: bool


[edit] bCanDodge

Type: bool


Default value: True

[edit] bMeleeFighter

Type: bool


Default value: True

[edit] bShotAnim

Type: bool


[edit] bTryToWalk

Type: bool


[edit] bVictoryNext

Type: bool


[edit] ChallengeSound

Type: Sound

Array size: 4


[edit] DeathSound

Type: Sound

Array size: 4


[edit] DodgeSkillAdjust

Type: float


[edit] FireSound

Type: Sound


[edit] HitSound

Type: Sound

Array size: 4


[edit] MyAmmo

Type: Ammunition


[edit] ScoringValue

Type: int


Default value: 1

[edit] Default values

Property Value
AirAnims[0] 'Jump'
AirAnims[1] 'Jump'
AirAnims[2] 'Jump'
AirAnims[3] 'Jump'
AirStillAnim 'Jump'
AmbientGlow 60
bCanCrouch False
bCanPickupInventory False
ControllerClass Class'SkaarjPack.MonsterController'
CrouchAnims[0] 'Crouch'
CrouchAnims[1] 'Crouch'
CrouchAnims[2] 'Crouch'
CrouchAnims[3] 'Crouch'
CrouchTurnLeftAnim 'Crouch'
CrouchTurnRightAnim 'Crouch'
DodgeAnims[0] 'Jump'
DodgeAnims[1] 'Jump'
DodgeAnims[2] 'Jump'
DodgeAnims[3] 'Jump'
DoubleJumpAnims[0] 'Jump'
DoubleJumpAnims[1] 'Jump'
DoubleJumpAnims[2] 'Jump'
DoubleJumpAnims[3] 'Jump'
IdleHeavyAnim 'Idle_Rest'
IdleRifleAnim 'Idle_Rest'
IdleWeaponAnim 'Idle_Rest'
LandAnims[0] 'Land'
LandAnims[1] 'Land'
LandAnims[2] 'Land'
LandAnims[3] 'Land'
MeleeRange 90.0
TakeoffAnims[0] 'Jump'
TakeoffAnims[1] 'Jump'
TakeoffAnims[2] 'Jump'
TakeoffAnims[3] 'Jump'
TakeoffStillAnim 'Jump'
TransientSoundRadius 500.0
TransientSoundVolume 0.6
TurnLeftAnim 'Turn'
TurnRightAnim 'Turn'
WalkingPct 0.3

[edit] Functions

[edit] Events

[edit] AnimEnd

simulated event AnimEnd (int Channel)

Overrides: xPawn.AnimEnd


[edit] Destroyed

event Destroyed ()

Overrides: xPawn.Destroyed


[edit] PlayDying

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: xPawn.PlayDying


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: xPawn.PostBeginPlay


[edit] SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: xPawn.SetAnimAction


[edit] Other instance functions

[edit] AssignInitialPose

simulated function AssignInitialPose ()

Overrides: xPawn.AssignInitialPose


[edit] CanAttack

function bool CanAttack (Actor A)


[edit] CreateGib

function CreateGib (name boneName, class<DamageTypeDamageType, Object.Rotator r)


[edit] Fire

function Fire (optional float F)

Overrides: Pawn.Fire


[edit] FireProjectile

function FireProjectile ()


[edit] GetDamageRadius

function float GetDamageRadius ()


[edit] GetFireStart

function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)


[edit] HasRangedAttack

function bool HasRangedAttack ()


[edit] IsPlayerPawn

function bool IsPlayerPawn ()

Overrides: Pawn.IsPlayerPawn


[edit] LandThump

function LandThump ()


[edit] MeleeDamageTarget

function bool MeleeDamageTarget (int hitdamage, Object.Vector pushdir)


[edit] PlayChallengeSound

function PlayChallengeSound ()


[edit] PlayDyingSound

function PlayDyingSound ()

Overrides: xPawn.PlayDyingSound


[edit] PlayTakeHit

function PlayTakeHit (Object.Vector HitLocation, int Damage, class<DamageTypeDamageType)

Overrides: xPawn.PlayTakeHit


[edit] PlayVictory

function PlayVictory ()


[edit] PlayVictoryAnimation

function PlayVictoryAnimation ()

Overrides: xPawn.PlayVictoryAnimation


[edit] PreferMelee

function bool PreferMelee ()


[edit] ProcessHitFX

simulated function ProcessHitFX ()

Overrides: xPawn.ProcessHitFX


[edit] RangedAttack

function RangedAttack (Actor A)


[edit] RangedAttackTime

function float RangedAttackTime ()


[edit] RecommendSplashDamage

function bool RecommendSplashDamage ()


[edit] SameSpeciesAs

function bool SameSpeciesAs (Pawn P)


[edit] SetMovementPhysics

function SetMovementPhysics ()

Overrides: UnrealPawn.SetMovementPhysics


[edit] SpawnGiblet

simulated function SpawnGiblet (class<GibGibClass, Object.Vector Location, Object.Rotator Rotation, float GibPerterbation)

Overrides: xPawn.SpawnGiblet


[edit] SplashDamage

function bool SplashDamage ()


[edit] StartDeRes

simulated function StartDeRes ()

Overrides: xPawn.StartDeRes


[edit] StopFiring

function StopFiring ()

Overrides: xPawn.StopFiring


[edit] States

[edit] Dying

Inherits from: xPawn.Dying

Ignores: Dying.AnimEnd, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

[edit] Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: UnrealPawn.Dying.Landed


[edit] Dying.Timer

simulated event Timer ()

Overrides: xPawn.Dying.Timer


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