I love the smell of UnrealEd crashing in the morning. – tarquin

Difference between revisions of "Legacy:WarLord"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m (fixed the picture markup)
m (more precisely)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{classbox|[[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:ScriptedPawn|ScriptedPawn]] >> Warlord}}
+
{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:ScriptedPawn|ScriptedPawn]] >> Warlord}}
  
[[Image:Legacy_scriptedpawn.warlord.jpeg|center|A typical Warlord.  A Skaarj Berserker probably comes up to about the shoulders of a Warlord in terms of height.]]
+
{{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy:Monster|Monster]] >> Warlord (Package: SkaarjPack)}}
 +
 
 +
[[Image:Legacy_scriptedpawn.warlord.jpeg|center|<i>A typical Warlord.  A Skaarj Berserker probably comes up to about the shoulders of a Warlord in terms of height.</i>]]
  
 
The Warlord is something of a natural-born military general among the Skaarj.  It bears a number of resemblances to a Skaarj Trooper in its bodily structure and battle tactics, but this really is a unique enemy in the Unreal universe.  The Warlord is armed with a low-recoil Rocket Launcher, because the recoil from a typical eightball gun would probably interfere with the Warlord during flight.  In particular, the Warlord demonstrates itself to be a very agile warrior, typically choosing to dodge slow-moving projectiles while in the air.
 
The Warlord is something of a natural-born military general among the Skaarj.  It bears a number of resemblances to a Skaarj Trooper in its bodily structure and battle tactics, but this really is a unique enemy in the Unreal universe.  The Warlord is armed with a low-recoil Rocket Launcher, because the recoil from a typical eightball gun would probably interfere with the Warlord during flight.  In particular, the Warlord demonstrates itself to be a very agile warrior, typically choosing to dodge slow-moving projectiles while in the air.
  
For mappers, the Warlord has two additional variables to work with.  The byte variable ''StrikeDamage'' just determines the base amount of damage that the Warlord does whenever it needs to take a swat at an enemy in melee combat. The ''bTeleportWhenHurt'' can be used to make the Warlord act differently when it should have been killed. Instead of screaming and dying the way it normally would, a Warlord that is told to teleport when hurt will simply stop fighting and play and animation that makes it appear to be acting a personal teleportation device. The Warlord will then disappear from the map in a way that makes it look like it teleported away.
+
==Properties==
 +
; StrikeDamage: This byte variable determines the base amount of damage that the Warlord does whenever it needs to take a swat at an enemy in melee combat.  
 +
; bTeleportWhenHurt: Can be used to make the Warlord act differently when it has been killed. Instead of screaming and dying the way it normally would, a Warlord that is told to teleport when hurt will simply stop fighting and play and animation that makes it appear to be acting a personal teleportation device. The Warlord will then disappear from the map in a way that makes it look like it teleported away.
 +
 
 +
===Orders===
 +
; Mutilating: The Warlord will stand in place playing animations for hitting, kicking, and eating from an object in front of it.  When the Warlord's attention is acquired by a player, then it will stop executing these orders.  It will follow its AlarmTags if it has any, otherwise it will taunt the player and then engage him in combat.
 +
 
 +
==Related Topics==
 +
* [[Legacy:Monster Support|Monster Support]]
 +
* [[Legacy:Invasion|Invasion]] (UT2004 gametype)
  
The Warlord also accepts a new string under its "Orders" property.  If this is set to ''Mutilating'', then the Warlord will stand in place playing animations for hitting, kicking, and eating from an object in front of it.  When the Warlord's attention is acquired by a player, then it will stop executing these orders.  It will follow its AlarmTags if it has any, otherwise it will taunt the player and then engage him in combat.
+
[[Category:Legacy Class (UT)|{{PAGENAME}}]]
 +
[[Category:Legacy Class (UT2004)|{{PAGENAME}}]]

Latest revision as of 13:31, 22 May 2015

UT :: Actor (UT) >> Pawn (UT) >> ScriptedPawn >> Warlord
UT2004 :: Actor >> Pawn >> UnrealPawn >> xPawn >> Monster >> Warlord (Package: SkaarjPack)
A typical Warlord.  A Skaarj Berserker probably comes up to about the shoulders of a Warlord in terms of height.

The Warlord is something of a natural-born military general among the Skaarj. It bears a number of resemblances to a Skaarj Trooper in its bodily structure and battle tactics, but this really is a unique enemy in the Unreal universe. The Warlord is armed with a low-recoil Rocket Launcher, because the recoil from a typical eightball gun would probably interfere with the Warlord during flight. In particular, the Warlord demonstrates itself to be a very agile warrior, typically choosing to dodge slow-moving projectiles while in the air.

Properties[edit]

StrikeDamage
This byte variable determines the base amount of damage that the Warlord does whenever it needs to take a swat at an enemy in melee combat.
bTeleportWhenHurt
Can be used to make the Warlord act differently when it has been killed. Instead of screaming and dying the way it normally would, a Warlord that is told to teleport when hurt will simply stop fighting and play and animation that makes it appear to be acting a personal teleportation device. The Warlord will then disappear from the map in a way that makes it look like it teleported away.

Orders[edit]

Mutilating
The Warlord will stand in place playing animations for hitting, kicking, and eating from an object in front of it. When the Warlord's attention is acquired by a player, then it will stop executing these orders. It will follow its AlarmTags if it has any, otherwise it will taunt the player and then engage him in combat.

Related Topics[edit]