My program doesn't have bugs. It just develops random features.

UE1:DevilFish (U1)

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

DevilFish.

Properties

Property group 'DevilFish'

BiteDamage

Type: byte

Basic damage done by bite.

Default value: 15

RipDamage

Type: byte

Basic damage done by bite.

Default value: 25

Property group 'Sounds'

bite

Type: Sound


rip

Type: Sound


Default value: Sound'UnrealShare.Razorfish.tear1fs'

Internal variables

AirTime

Type: float


bAttackBump

Type: bool


Default values

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

Events

Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


ZoneChange

event ZoneChange (ZoneInfo newZone)

Overrides: ScriptedPawn.ZoneChange


Other instance functions

AttitudeToCreature

function Pawn.EAttitude AttitudeToCreature (Pawn Other)

Overrides: ScriptedPawn.AttitudeToCreature


PlayDying

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying


PlayInAir

function PlayInAir ()

Overrides: Pawn.PlayInAir


PlayLanded

function PlayLanded (float impactVel)

Overrides: Pawn.PlayLanded


PlayMeleeAttack

function PlayMeleeAttack ()

Overrides: ScriptedPawn.PlayMeleeAttack


PlayPatrolStop

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRunning

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit

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

Overrides: Pawn.PlayTakeHit


PlayThreatening

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayTurning

function PlayTurning ()

Overrides: Pawn.PlayTurning


PlayVictoryDance

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


PlayWaiting

function PlayWaiting ()

Overrides: Pawn.PlayWaiting


PlayWaitingAmbush

function PlayWaitingAmbush ()

Overrides: Pawn.PlayWaitingAmbush


PlayWalking

function PlayWalking ()

Overrides: Pawn.PlayWalking


PreSetMovement

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


SetMovementPhysics

function SetMovementPhysics ()

Overrides: ScriptedPawn.SetMovementPhysics


TweenToFalling

function TweenToFalling ()

Overrides: Pawn.TweenToFalling


TweenToFighter

function TweenToFighter (float tweentime)

Overrides: Pawn.TweenToFighter


TweenToPatrolStop

function TweenToPatrolStop (float tweentime)

Overrides: Pawn.TweenToPatrolStop


TweenToRunning

function TweenToRunning (float tweentime)

Overrides: Pawn.TweenToRunning


TweenToWaiting

function TweenToWaiting (float tweentime)

Overrides: Pawn.TweenToWaiting


TweenToWalking

function TweenToWalking (float tweentime)

Overrides: Pawn.TweenToWalking


WhatToDoNext

function WhatToDoNext (name LikelyState, name LikelyLabel)

Overrides: ScriptedPawn.WhatToDoNext


States

Ambushing

Ambushing.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.Ambushing.Landed


FallingState

Inherits from: ScriptedPawn.FallingState

Ignores: Bump, HearNoise, HitWall, WarnTarget

FallingState.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.FallingState.Landed


Flopping

Ignores: EnemyNotVisible, HearNoise, HitWall, SeePlayer

Flopping.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Flopping.Landed

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Flopping.Timer

event Timer ()

Overrides: Actor.Timer (global)


Flopping.ZoneChange

event ZoneChange (ZoneInfo NewZone)

Overrides: ZoneChange (global)


MeleeAttack

Inherits from: ScriptedPawn.MeleeAttack

Ignores: HearNoise, SeePlayer

MeleeAttack.Bump

singular event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


MeleeAttack.KeepAttacking

function KeepAttacking ()

Overrides: ScriptedPawn.MeleeAttack.KeepAttacking


TacticalMove

TacticalMove.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


TacticalMove.PickDestination

function PickDestination (bool bNoCharge)

Overrides: ScriptedPawn.TacticalMove.PickDestination


TakeHit

Inherits from: ScriptedPawn.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.TakeHit.Landed


Waiting

Waiting.Landed

event Landed (Object.Vector HitNormal)

Overrides: ScriptedPawn.Waiting.Landed