UE1:CSSkaarjTrooper (RTNP)
- Package:
- UDSDemo
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The Unreal Director's Suite Release version: Jan 7th, 1999
[ CSSkaarjTrooper ]
This actor has been included to show as an example of how to get greater control over the actors in your Cut Sequence.
Properties
Property group 'CSSkaarjTrooper'
WeaponType
Default value: Class'UnrealShare.DispersionPistol'
Internal variables
duckTime
Type: float
myWeapon
Type: Weapon
Default values
Property | Value |
---|---|
Buoyancy | 125.0 |
CarcassType | Class'UnrealI.TrooperCarcass' |
ClawDamage | 10 |
CollisionHeight | 42.0 |
CollisionRadius | 32.0 |
CombatStyle | 0.3 |
GroundSpeed | 400.0 |
Health | 170 |
LungeDamage | 20 |
Mass | 125.0 |
Mesh | LodMesh'UnrealI.sktrooper' |
RangedProjectile | None |
Skin | Texture'UnrealI.Skins.sktrooper1' |
SpinDamage | 15 |
Functions
Events
PreBeginPlay
Overrides: CSSkaarj.PreBeginPlay
Other instance functions
CanFireAtEnemy
Overrides: ScriptedPawn.CanFireAtEnemy
ChangedWeapon
Overrides: Pawn.ChangedWeapon
Died
Overrides: Pawn.Died
PlayActWaiting
Overrides: CSPawn.PlayActWaiting
PlayChallenge
Overrides: ScriptedPawn.PlayChallenge
PlayCock
Overrides: CSSkaarj.PlayCock
PlayFiring
Overrides: ScriptedPawn.PlayFiring
PlayLanded
Overrides: CSSkaarj.PlayLanded
PlayMovingAttack
Overrides: Pawn.PlayMovingAttack
PlayPatrolStop
Overrides: Pawn.PlayPatrolStop
PlayRangedAttack
Overrides: CSSkaarj.PlayRangedAttack
PlayRunning
Overrides: Pawn.PlayRunning
PlayTakeHit
Overrides: CSSkaarj.PlayTakeHit
PlayThreatening
Overrides: Pawn.PlayThreatening
PlayVictoryDance
Overrides: Pawn.PlayVictoryDance
Shield
TossWeapon
Overrides: Pawn.TossWeapon
TryToDuck
Overrides: ScriptedPawn.TryToDuck
WarnTarget
Overrides: ScriptedPawn.WarnTarget
States
Charging
Inherits from: ScriptedPawn.Charging
Charging.EndState
Overrides: ScriptedPawn.Charging.EndState
Hunting
Inherits from: CSSkaarj.Hunting
Hunting.EndState
Overrides: CSSkaarj.Hunting.EndState
MeleeAttack
Inherits from: ScriptedPawn.MeleeAttack
Ignores: Bump, HearNoise, SeePlayer
RangedAttack
Inherits from: CSSkaarj.RangedAttack
RangedAttack.AnimEnd
Overrides: ScriptedPawn.RangedAttack.AnimEnd
RangedAttack.Bump
Overrides: CSSkaarj.RangedAttack.Bump
RangedAttack.EndState
Overrides: ScriptedPawn.RangedAttack.EndState
RangedAttack.TakeDamage
Overrides: ScriptedPawn.RangedAttack.TakeDamage
RangedAttack.KeepAttacking
Overrides: ScriptedPawn.RangedAttack.KeepAttacking
RangedAttack.PlayRangedAttack
Overrides: CSSkaarj.RangedAttack.PlayRangedAttack
RangedAttack.TryToDuck
Overrides: TryToDuck (global)
Retreating
Inherits from: ScriptedPawn.Retreating
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Retreating.EndState
Overrides: Object.EndState (global)
Startup
Inherits from: ScriptedPawn.StartUp
Modifiers: auto
Startup.BeginState
Overrides: ScriptedPawn.StartUp.BeginState
Startup.SetHome
Overrides: ScriptedPawn.StartUp.SetHome
TacticalMove
Inherits from: ScriptedPawn.TacticalMove
TacticalMove.EndState
Overrides: ScriptedPawn.TacticalMove.EndState
TakeHit
Inherits from: CSSkaarj.TakeHit
Ignores: Bump, HearNoise, HitWall, SeePlayer
TakeHit.BeginState
Overrides: CSSkaarj.TakeHit.BeginState