Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE1:DevilFish (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> DevilFish
Package: 
UnrealShare
This class in other games:
U1, UT

DevilFish.

Properties[edit]

Property group 'DevilFish'[edit]

BiteDamage[edit]

Type: byte

Basic damage done by bite.

Default value: 15

RipDamage[edit]

Type: byte

Basic damage done by bite.

Default value: 25

Property group 'Sounds'[edit]

bite[edit]

Type: Sound


rip[edit]

Type: Sound


Default value: Sound'UnrealShare.Razorfish.tear1fs'

Internal variables[edit]

AirTime[edit]

Type: float


bAttackBump[edit]

Type: bool


Default values[edit]

Property Value
Aggressiveness 1.0
AmbientSound Sound'UnrealShare.Razorfish.ambfs'
Buoyancy 60.0
CarcassType Class'UnrealShare.DevilfishCarcass'
CollisionHeight 20.0
CollisionRadius 35.0
CombatStyle 1.0
Die Sound'UnrealShare.Razorfish.death1fs'
DrawType DT_Mesh
Health 70
HitSound1 Sound'UnrealShare.Razorfish.chomp1fs'
HitSound2 Sound'UnrealShare.Razorfish.miss1fs'
Intelligence BRAINS_NONE
Land Sound'UnrealShare.Razorfish.flop1fs'
Mass 60.0
MeleeRange 40.0
Mesh LodMesh'UnrealShare.fish'
RotationRate
Member Value
Pitch 8192
Roll 8192
SightRadius 1250.0
TimeBetweenAttacks 0.5
UnderWaterTime -1.0
Visibility 120
WaterSpeed 250.0

Functions[edit]

Events[edit]

Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


ZoneChange[edit]

event ZoneChange (ZoneInfo newZone)

Overrides: ScriptedPawn.ZoneChange


Other instance functions[edit]

AttitudeToCreature[edit]

function Pawn.EAttitude AttitudeToCreature (Pawn Other)

Overrides: ScriptedPawn.AttitudeToCreature


PlayDying[edit]

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying


PlayInAir[edit]

function PlayInAir ()

Overrides: Pawn.PlayInAir


PlayLanded[edit]

function PlayLanded (float impactVel)

Overrides: Pawn.PlayLanded


PlayMeleeAttack[edit]

function PlayMeleeAttack ()

Overrides: ScriptedPawn.PlayMeleeAttack


PlayPatrolStop[edit]

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRunning[edit]

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit[edit]

function PlayTakeHit (float tweentime, Object.Vector HitLoc, int damage)

Overrides: Pawn.PlayTakeHit


PlayThreatening[edit]

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayTurning[edit]

function PlayTurning ()

Overrides: Pawn.PlayTurning


PlayVictoryDance[edit]

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


PlayWaiting[edit]

function PlayWaiting ()

Overrides: Pawn.PlayWaiting


PlayWaitingAmbush[edit]

function PlayWaitingAmbush ()

Overrides: Pawn.PlayWaitingAmbush


PlayWalking[edit]

function PlayWalking ()

Overrides: Pawn.PlayWalking


PreSetMovement[edit]

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


SetMovementPhysics[edit]

function SetMovementPhysics ()

Overrides: ScriptedPawn.SetMovementPhysics


TweenToFalling[edit]

function TweenToFalling ()

Overrides: Pawn.TweenToFalling


TweenToFighter[edit]

function TweenToFighter (float tweentime)

Overrides: Pawn.TweenToFighter


TweenToPatrolStop[edit]

function TweenToPatrolStop (float tweentime)

Overrides: Pawn.TweenToPatrolStop


TweenToRunning[edit]

function TweenToRunning (float tweentime)

Overrides: Pawn.TweenToRunning


TweenToWaiting[edit]

function TweenToWaiting (float tweentime)

Overrides: Pawn.TweenToWaiting


TweenToWalking[edit]

function TweenToWalking (float tweentime)

Overrides: Pawn.TweenToWalking


WhatToDoNext[edit]

function WhatToDoNext (name LikelyState, name LikelyLabel)

Overrides: ScriptedPawn.WhatToDoNext


States[edit]

Ambushing[edit]

Ambushing.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.Ambushing.Landed


FallingState[edit]

Inherits from: ScriptedPawn.FallingState

Ignores: Bump, HearNoise, HitWall, WarnTarget

FallingState.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.FallingState.Landed


Flopping[edit]

Ignores: EnemyNotVisible, HearNoise, HitWall, SeePlayer

Flopping.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Flopping.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Flopping.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Flopping.ZoneChange[edit]

event ZoneChange (ZoneInfo NewZone)

Overrides: ZoneChange (global)


MeleeAttack[edit]

Inherits from: ScriptedPawn.MeleeAttack

Ignores: HearNoise, SeePlayer

MeleeAttack.Bump[edit]

singular event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


MeleeAttack.KeepAttacking[edit]

function KeepAttacking ()

Overrides: ScriptedPawn.MeleeAttack.KeepAttacking


TacticalMove[edit]

TacticalMove.Bump[edit]

event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


TacticalMove.PickDestination[edit]

function PickDestination (bool bNoCharge)

Overrides: ScriptedPawn.TacticalMove.PickDestination


TakeHit[edit]

Inherits from: ScriptedPawn.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.TakeHit.Landed


Waiting[edit]

Waiting.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.Waiting.Landed