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

UE1:LeglessKrall (U1)

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U1 Object >> Actor >> Pawn >> ScriptedPawn >> Krall >> LeglessKrall
Package: 
UnrealI
This class in other games:
RTNP, UT

LeglessKrall.

Properties[edit]

startTime[edit]

Type: float


Default values[edit]

Property Value
Aggressiveness 10.0
AnimSequence 'LegLoss'
bMovingRangedAttack False
CollisionHeight 21.0
GroundSpeed 80.0
JumpZ -1.0
MeleeRange -30.0
PrePivot
Member Value
Z 25.0
UnderWaterTime 1.0

Functions[edit]

Events[edit]

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Krall.PreBeginPlay


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage


Other instance functions[edit]

CanFireAtEnemy[edit]

function bool CanFireAtEnemy ()

Overrides: Krall.CanFireAtEnemy


Initfor[edit]

function Initfor (Krall Other)


PlayChallenge[edit]

function PlayChallenge ()

Overrides: Krall.PlayChallenge


PlayDying[edit]

function PlayDying (name DamageType, Object.Vector HitLoc)

Overrides: Pawn.PlayDying


PlayInAir[edit]

function PlayInAir ()

Overrides: Krall.PlayInAir


PlayLanded[edit]

function PlayLanded (float impactVel)

Overrides: Krall.PlayLanded


PlayMeleeAttack[edit]

function PlayMeleeAttack ()

Overrides: Krall.PlayMeleeAttack


PlayMovingAttack[edit]

function PlayMovingAttack ()

Overrides: Krall.PlayMovingAttack


PlayOutOfWater[edit]

function PlayOutOfWater ()

Overrides: Krall.PlayOutOfWater


PlayPatrolStop[edit]

function PlayPatrolStop ()

Overrides: Krall.PlayPatrolStop


PlayRangedAttack[edit]

function PlayRangedAttack ()

Overrides: Krall.PlayRangedAttack


PlayRunning[edit]

function PlayRunning ()

Overrides: Krall.PlayRunning


PlaySwimming[edit]

function PlaySwimming ()

Overrides: Krall.PlaySwimming


PlayTakeHit[edit]

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

Overrides: Krall.PlayTakeHit


PlayThreatening[edit]

function PlayThreatening ()

Overrides: Krall.PlayThreatening


PlayTurning[edit]

function PlayTurning ()

Overrides: Krall.PlayTurning


PlayVictoryDance[edit]

function PlayVictoryDance ()

Overrides: Krall.PlayVictoryDance


PlayWaiting[edit]

function PlayWaiting ()

Overrides: Krall.PlayWaiting


PlayWaitingAmbush[edit]

function PlayWaitingAmbush ()

Overrides: Krall.PlayWaitingAmbush


PlayWalking[edit]

function PlayWalking ()

Overrides: Krall.PlayWalking


SpawnShot[edit]

function SpawnShot ()

Overrides: Krall.SpawnShot


TweenToFalling[edit]

function TweenToFalling ()

Overrides: Krall.TweenToFalling


TweenToFighter[edit]

function TweenToFighter (float tweentime)

Overrides: Krall.TweenToFighter


TweenToPatrolStop[edit]

function TweenToPatrolStop (float tweentime)

Overrides: Krall.TweenToPatrolStop


TweenToRunning[edit]

function TweenToRunning (float tweentime)

Overrides: Krall.TweenToRunning


TweenToSwimming[edit]

function TweenToSwimming (float tweentime)

Overrides: Krall.TweenToSwimming


TweenToWaiting[edit]

function TweenToWaiting (float tweentime)

Overrides: Krall.TweenToWaiting


TweenToWalking[edit]

function TweenToWalking (float tweentime)

Overrides: Krall.TweenToWalking


WhatToDoNext[edit]

function WhatToDoNext (name LikelyState, name LikelyLabel)

Overrides: ScriptedPawn.WhatToDoNext


States[edit]

TacticalMove[edit]

Inherits from: Krall.TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.TweenToRunning[edit]

function TweenToRunning (float tweentime)

Overrides: Krall.TacticalMove.TweenToRunning