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- | class = Pawn {{code|native(531) final function {{cl|Pawn}} '''PickTarget''' (out [[float]] '''bestAim''', out [[11 KB (1,129 words) - 10:10, 17 May 2008
- {{UE1:Pawn instance functions (U1)}}36 B (5 words) - 10:12, 17 May 2008
- | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}13 KB (1,261 words) - 10:10, 17 May 2008
- | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}14 KB (1,372 words) - 10:10, 17 May 2008
- {{UE1:Pawn internal variables (U1)}}36 B (5 words) - 10:12, 17 May 2008
- | class = Pawn for games which care about whether a pawn is a human10 KB (1,237 words) - 02:31, 30 April 2022
- | class = Pawn for games which care about whether a pawn is a human10 KB (1,243 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn10 KB (1,157 words) - 10:11, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. See {{cl|Pawn properties}}.9 KB (1,089 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn8 KB (965 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn9 KB (1,086 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn23 KB (2,393 words) - 03:53, 23 July 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (552 words) - 10:11, 17 May 2008
- {{UE2:Pawn events (UT2003)}}28 B (4 words) - 10:12, 17 May 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (536 words) - 10:10, 17 May 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (586 words) - 10:11, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation21 KB (2,144 words) - 10:11, 17 May 2008
- | class = Pawn ...''DamageType''', {{tl|Vector|Object|structs}} '''HitLocation''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''Momentum'''17 KB (1,744 words) - 10:10, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation14 KB (1,434 words) - 10:10, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation15 KB (1,540 words) - 10:10, 17 May 2008
- | class = Pawn {{code|function {{cl|Pawn}} '''GetAimTarget''' ()}}23 KB (2,274 words) - 10:11, 17 May 2008
- | class = Pawn amount of AirControl available to the pawn21 KB (2,604 words) - 10:11, 17 May 2008
- | class = Pawn amount of AirControl available to the pawn17 KB (2,123 words) - 10:10, 17 May 2008
- | class = Pawn amount of AirControl available to the pawn15 KB (1,905 words) - 10:10, 17 May 2008
- | class = Pawn amount of AirControl available to the pawn20 KB (2,431 words) - 10:10, 17 May 2008
- | class = Pawn amount of AirControl available to the pawn22 KB (2,790 words) - 10:11, 17 May 2008
- | class = Pawn NEW (mdf) Maximum distance at which Pawn will be seen by others.8 KB (1,028 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. if true, Pawn won't be possessed at game start14 KB (1,719 words) - 11:20, 22 July 2008
- | class = Pawn Event called from native code when Pawn stops crouching.9 KB (1,121 words) - 10:11, 17 May 2008
- | class = Pawn {{code|simulated function [[bool]] '''CanBeBaseForPawn''' ({{cl|Pawn}} '''APawn''')}}25 KB (2,837 words) - 03:28, 16 August 2009
- | class = Pawn Max difference between pawn's Rotation.Yaw and DesiredRotation.Yaw for pawn to be considered as having reached its desired rotation17 KB (2,166 words) - 03:29, 16 August 2009
- Pawn, the base class of all actors that can be controlled by players or AI. if true, Pawn won't be possessed at game start10 KB (1,188 words) - 06:42, 17 January 2010
- | class = Pawn Event called from native code when Pawn stops crouching.14 KB (1,657 words) - 06:42, 17 January 2010
- | class = Pawn {{code|simulated function [[bool]] '''CanBeBaseForPawn''' ({{cl|Pawn}} '''APawn''')}}28 KB (3,104 words) - 06:42, 17 January 2010
- | class = Pawn amount of AirControl available to the pawn20 KB (2,584 words) - 06:42, 17 January 2010
- | class = Pawn returns the Eye location of the Pawn.10 KB (1,153 words) - 06:42, 17 January 2010
Page text matches
- ...placed in a level, and to change which type of AI controller to use for a pawn. AIScripts can be shared by one or many pawns. Game specific subclasses o ...: Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) This sets the <tt>Controller.MyScript</tt> property and2 KB (268 words) - 18:56, 17 December 2005
- ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:ASVehicle|ASVehicle]] >> ASTurr4 KB (446 words) - 05:01, 2 June 2007
- ; Invisibility (right twice, left twice) : Your character pawn is nearly invisible, given a texture that only shows shifting highlights. ( ; Pint-size (left four times) : Your character pawn shrinks to a quarter size. (Mass reduced as well?)4 KB (625 words) - 17:16, 17 December 2005
- ...ue if the controlled [[Legacy:Pawn|pawn]] is hunting another [[Legacy:Pawn|pawn]]. ...hitwall notification for [[Legacy:Controller|controller]] or [[Legacy:Pawn|pawn]] (???)4 KB (513 words) - 16:43, 7 December 2005
- ..."AI Scripting" should probably be centered around the process of directing Pawn classes via an AIScript actor's ScriptedController and ScriptedActions in U2 KB (276 words) - 08:54, 3 July 2007
- ;dormant : '''''0/1 [1]''''' toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means s ...ame slot''''' play sound belonging to the specified group from named pawn's sound table...32 KB (1,956 words) - 15:27, 6 December 2005
- ; float BotDesireability ([[Legacy:Pawn (UT)|Pawn (UT)]] Bot) : function GiveWeapon(pawn P, string ThisClass)5 KB (690 words) - 11:46, 20 February 2006
- ; float BotDesireability( [[Legacy:Pawn|Pawn]] Bot ) : This determines the AI for desireability of the [[Legacy:Pickup|P675 B (84 words) - 22:55, 17 December 2005
- ...his determines the AI for desireability of the item. If the [[Legacy:Pawn|Pawn]] doesn't have the weapon it does not desire this weapon. If it has the we ; float DetourWeight ([[Legacy:Pawn|Pawn]] Other, float PathWeight) : If the bot is hunting a player or has max ammo2 KB (310 words) - 18:10, 13 January 2005
- ...of ammo contained in the Ammunition. This is used when the [[Legacy:Pawn|Pawn]]'s inventory. ; float RateSelf( [[Legacy:Pawn|Pawn]] Shooter, out name RecommendedFiringMode ) : Returns 0.54 KB (543 words) - 19:20, 28 November 2006
- //In your Pawn class //In your Pawn class4 KB (629 words) - 11:59, 26 November 2006
- ; float DetourWeight( [[Legacy:Pawn|Pawn]] Other, float PathWeight ) : Value of this path to take a quick detour (us ; float BotDesirability( [[Legacy:Pawn|Pawn]] Bot ) : This returns MaxDesirability unless Bot.Controller.bHuntPlayer is1 KB (165 words) - 18:06, 30 November 2005
- function float DetourWeight(Pawn Other,float PathWeight) event float BotDesireability(Pawn Bot) //Determines how much a bot will want to pick this up4 KB (401 words) - 18:05, 30 November 2005
- ...[[Legacy:Pawn|Pawn]] being hidden and the vehicle possessed, the original pawn is attached to the vehicle and the vehicle controlled indirectly. var Pawn RepDriver; //Replicated 'Driver'.8 KB (910 words) - 17:25, 17 November 2007
- if ( Pawn(Other) != none ) if ( Pawn(Other).IsPlayerPawn() )6 KB (922 words) - 17:26, 17 November 2007
- ...al Mesh|skeletal mesh]]. The standard skeletal mesh for the [[Legacy:Pawn|pawn]] includes the head, right leg, left leg, right foot, left foot, right hand ...bone of that pawn. Or, if you wanted to attach emitters to the legs of a pawn, you would have to attach the emitters to both leg bones. An example of thi7 KB (1,213 words) - 15:34, 14 April 2006
- * I rushed, and I just copy+pasted Satore's monster pawn class, which made a lot of problems in online play. Now its all back to nor12 KB (2,086 words) - 19:21, 13 July 2004
- +- [[Legacy:Pawn (DX)|Pawn]] >> (expanded in [[Legacy:Pawn Class Tree (DX)|Pawn Class Tree]]9 KB (800 words) - 12:52, 14 November 2009
- +- [[Legacy:Pawn|Pawn]]9 KB (963 words) - 18:53, 24 May 2007
- ; [[Legacy:Pawn|Pawn]] ConstraintPawnClass : Only pawns matching this pawn class (or its descendants) will trigger the critical objective alarm when e ; bool IsCriticalPawn( [[Legacy:Pawn|Pawn]] P ) : Determine whether the Pawn P matches the requirements (ConstraintPawnClass) for triggering a critical3 KB (444 words) - 12:56, 16 December 2005
- ...s something called a ForcedPawnClass. Here you can enter the [[Legacy:Pawn|Pawn]] you want the player to spawn as. This is particularly useful to spawn a p9 KB (1,604 words) - 09:36, 5 June 2007
- if (Other.IsA('Pawn') && KeyClass != none && !bWasOpened) key = Pawn(Other).FindInventoryType(KeyClass);3 KB (316 words) - 01:30, 5 August 2010
- ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:ASVehicle|ASVehicle]] >> [[Lega ; TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,5 KB (603 words) - 16:02, 31 December 2006
- ...The ScriptedSequence is designed to work in conjunction with an associated Pawn; one who's AI -> AIScriptTag matches the ScriptedSequence's Tag. ...t. If the mapper would like to spawn a Monster out of thin air, a special Pawn will have to be used.24 KB (3,321 words) - 11:17, 22 September 2006
- ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> ASVehicle (Package: UT2k4Assault)}} ; [[Legacy:Pawn|Pawn]] DamLastInstigator :7 KB (741 words) - 19:12, 8 April 2006
- ;event Trigger( [[Legacy:Actor|Actor]] Other, [[Legacy:Pawn|Pawn]] EventInstigator ) :5 KB (676 words) - 21:17, 11 March 2010
- ...t is capable of filling this role, and it works for all [[Legacy:Pawn (UT)|Pawn (UT)]]s.1 KB (169 words) - 12:47, 15 November 2009
- ; [[Legacy:Pawn (UT)|Pawn (UT)]] RealOrderGiver : ; function SetRealOrderGiver([[Legacy:Pawn (UT)|Pawn (UT)]] P) :538 B (54 words) - 11:27, 20 April 2002
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> Bots (Package: UnrealShare)}}362 B (49 words) - 10:31, 23 May 2003
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:ScriptedPawn|ScriptedPawn]] >> Brute}} ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy2 KB (306 words) - 13:28, 1 December 2005
- Pushy, are ye? OK, click on the pawn button (#4) in the top toolbar. This brings up the [[Legacy:Actor Classes B23 KB (3,878 words) - 20:14, 16 July 2014
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:Bot (UT)|Bot (UT)]] / Graphics and Animation Functions}}2 KB (211 words) - 04:58, 30 April 2002
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> Bot (Package: Botpack)}} ...the bot takes a stimulus like the desire for a weapon, or spotting another pawn, and determines an action based upon it's own internal state and orders. S4 KB (567 words) - 01:54, 7 April 2006
- ...AI and sets up the bot "orders". A page on how AI code governs player and pawn activities in game might be interesting.5 KB (748 words) - 17:39, 26 September 2006
- function ModifyPlayer( Pawn Other ) { ...as that. It's best to think of the Controller as the Bot's brain, and the Pawn as the Bot's representation in the world.13 KB (2,175 words) - 10:55, 18 November 2007
- ...ssbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:KVehicle|KVehicle]] >> [[Legacy:KCar|KCar]] >> Bulldog (Packa ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:KVehicle|KVehicle]] >> [[Legacy12 KB (1,464 words) - 04:51, 20 February 2006
- ...:Controller|Controller]] classes, what you want to block are [[Legacy:Pawn|Pawn]]s, e.g. [[Legacy:XPawn|xPawn]]. Note that the guided [[Legacy:RedeemerWarh3 KB (492 words) - 13:40, 30 November 2005
- // ReachedDestination() is originally defined in Pawn. function Trigger( Actor Other, Pawn EventInstigator )67 KB (8,400 words) - 21:20, 3 February 2006
- The BigHeadRules class affects the size of the [[Legacy:Pawn|Pawn]]'s head after they have made a kill or died. ...'' after a controlled [[Legacy:Pawn|Pawn]] has successfully killed another Pawn.3 KB (353 words) - 13:51, 16 December 2005
- ==Making the bulldog the player pawn == ...the old one. We have to do this because it's not as simple as setting the pawn class in the game info class.7 KB (958 words) - 00:14, 15 November 2007
- ; float ModifyThreat( float current, [[Legacy:Pawn|Pawn]] NewThreat, bool bThreatVisible, [[Legacy:Bot|Bot]] B ) : Adjusts threat l ; bool MustKeepEnemy( [[Legacy:Pawn|Pawn]] E ) : If the enemy is the bomb holder, keep after him at all cost.5 KB (693 words) - 18:30, 3 January 2006
- ; [[Legacy:Pawn|Pawn]] VisibleEnemy : Helps determine if the enemy is visible. ; [[Legacy:Pawn|Pawn]] OldEnemy : Marked with "FIXME TEMP".10 KB (1,254 words) - 13:14, 14 November 2009
- event Trigger(Actor Other, Pawn EventInstigator)12 KB (2,088 words) - 08:27, 8 August 2007
- ...will also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc. ...ath. If paths are not shown, a pink arc will show the expected path that a pawn will take when launched from the jumppad. When paths are shown this pink li12 KB (1,965 words) - 16:13, 11 April 2015
- ...''' I found a hack for the FPV Problem. Just add <code>ViewportOwner.Actor.Pawn.Weapon.RenderOverlays(Canvas);</code> at the end of the posternder - routin PC.Pawn.Weapon.bHidden=false;50 KB (7,997 words) - 10:52, 18 November 2007
- ...ain then you might want to read [[Legacy:Actor|Actor]].uc or [[Legacy:Pawn|Pawn]].uc which are both located in Engine/.7 KB (1,273 words) - 16:40, 4 December 2005
- ...eShadows|RealtimeShadows]], which are good indeed, but the workload is per pawn, and performed each tick, and therefor is, and will always be, very slow. function DynamicShadow SpawnShadow(Pawn P)14 KB (1,912 words) - 23:15, 24 June 2005
- "Scripting" [[Legacy:Pawn (UT)|Pawn (UT)]]s was a common practice for mappers in [[Legacy:UT|UT]]. Whether scr * [[Legacy:Pawn (UT)/AI Functions|Pawn (UT)/AI Functions]]16 KB (2,701 words) - 10:31, 23 December 2006
- function Trigger( actor Other, pawn EventInstigator )1 KB (168 words) - 01:55, 18 November 2007
- GiveAmmo(Pawn(Owner));9 KB (1,488 words) - 23:33, 24 March 2008