My program doesn't have bugs. It just develops random features.
Difference between revisions of "Legacy:WarLord"
m (fixed the picture markup) |
m (Added "Category Class (UT)" reference) |
||
Line 1: | Line 1: | ||
{{classbox|[[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:ScriptedPawn|ScriptedPawn]] >> Warlord}} | {{classbox|[[Legacy:Actor|Actor]] >> [[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.]] | + | <br /> |
+ | |||
+ | [[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>]] | ||
+ | |||
+ | <br> | ||
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. | + | === Properties == |
+ | |||
+ | For mappers, the Warlord has two additional variables to work with. | ||
+ | |||
+ | ; 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 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. | ||
+ | |||
+ | ===Orders === | ||
+ | |||
+ | The Warlord also accepts a new string under its "Orders" property. See [[Legacy:ScriptedPawn|ScriptedPawn]] for other 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. | ||
− | + | [[Category:Legacy Class (UT)|{{PAGENAME}}]] |
Revision as of 19:04, 19 May 2004
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
For mappers, the Warlord has two additional variables to work with.
- 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 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.
Orders
The Warlord also accepts a new string under its "Orders" property. See ScriptedPawn for other 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.