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

UE1:NaliRabbit (RTNP)

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

NaliRabbit.

Properties[edit]

Property group 'NaliRabbit'[edit]

bStayClose[edit]

Type: bool


Default value: True

WanderRadius[edit]

Type: float


Default value: 350.0

Internal variables[edit]

StartLocation[edit]

Type: Object.Vector


Default values[edit]

Property Value
AccelRate 1500.0
Buoyancy 21.0
CollisionHeight 13.3
CollisionRadius 18.3
DrawType DT_Mesh
GroundSpeed 400.0
JumpZ 190.0
Mass 20.0
Mesh LodMesh'UnrealShare.Rabbit'
MinHitWall -0.1
PeripheralVision -10.0
SightRadius 1000.0
UnderWaterTime 3.0

Events[edit]

Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach


Falling[edit]

event Falling ()

Overrides: Pawn.Falling


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


TakeDamage[edit]

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

Overrides: Pawn.TakeDamage


States[edit]

Evade[edit]

Ignores: SeePlayer

Evade.Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump (global)


Evade.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Evade.PickDestination[edit]

function PickDestination ()


Evade.TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


Grazing[edit]

Modifiers: auto

Ignores: EnemyNotVisible

Grazing.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Grazing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Grazing.Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump (global)


Grazing.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Grazing.SeePlayer[edit]

event SeePlayer (Actor Seen)

Overrides: Pawn.SeePlayer (global)


Grazing.PickDestination[edit]

function PickDestination ()


Grazing.TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick, bool bAlongWall)