The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE1:Nali (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
RTNP Object >> Actor >> Pawn >> ScriptedPawn >> Nali
Package: 
UnrealShare
Direct subclasses:
NaliCopter, NaliPriest
This class in other games:
U1, UT

Nali.

Properties[edit]

Property group 'Nali'[edit]

bNeverBow[edit]

Type: bool


Tool[edit]

Type: Weapon


Property group 'Sounds'[edit]

backup[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.backup2n'

bowing[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.bowing1n'

breath[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.breath1n'

cough[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.cough1n'

cringe[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.cringe2n'

pray[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.pray1n'

sweat[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.sweat1n'

syllable1[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl1n'

syllable2[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl2n'

syllable3[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl3n'

syllable4[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl4n'

syllable5[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl5n'

syllable6[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.syl6n'

urgefollow[edit]

Type: Sound


Default value: Sound'UnrealShare.Nali.follow1n'

Internal variables[edit]

bCringing[edit]

Type: bool


bFading[edit]

Type: bool


bGesture[edit]

Type: bool


bHasWandered[edit]

Type: bool


Default values[edit]

Property Value
AccelRate 900.0
Acquire Sound'UnrealShare.Nali.contct1n'
Aggressiveness -10.0
AttitudeToPlayer ATTITUDE_Friendly
bHasRangedAttack True
bIsWuss True
Buoyancy 95.0
CarcassType Class'UnrealShare.NaliCarcass'
CollisionHeight 48.0
CollisionRadius 24.0
Die Sound'UnrealShare.Nali.death1n'
DrawType DT_Mesh
Fear Sound'UnrealShare.Nali.fear1n'
GroundSpeed 300.0
Health 40
HitSound1 Sound'UnrealShare.Nali.injur1n'
HitSound2 Sound'UnrealShare.Nali.injur2n'
Intelligence BRAINS_HUMAN
JumpZ -1.0
MeleeRange 40.0
Mesh LodMesh'UnrealShare.Nali1'
ReFireRate 0.5
Roam Sound'UnrealShare.Nali.breath1n'
RotationRate
Member Value
Pitch 2048
Roll 0
Yaw 40000
SightRadius 1500.0
Threaten Sound'UnrealShare.Nali.contct3n'
TimeBetweenAttacks 0.5
UnderWaterTime 6.0
WaterSpeed 100.0

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


Other instance functions[edit]

See Nali instance functions.

States[edit]

AlarmPaused[edit]

Inherits from: ScriptedPawn.AlarmPaused

Ignores: AlarmPaused.Bump, HearNoise

AlarmPaused.BeginState[edit]

event BeginState ()

Overrides: ScriptedPawn.AlarmPaused.BeginState


AlarmPaused.PlayWaitAround[edit]

function PlayWaitAround ()

Overrides: ScriptedPawn.AlarmPaused.PlayWaitAround


AlarmPaused.PlayWaiting[edit]

function PlayWaiting ()

Overrides: PlayWaiting (global)


FadeOut[edit]

Ignores: EnemyNotVisible, HearNoise, HitWall, SeePlayer

FadeOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FadeOut.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FadeOut.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


FadeOut.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Guarding[edit]

Guarding.PlayPatrolStop[edit]

function PlayPatrolStop ()

Overrides: PlayPatrolStop (global)


Retreating[edit]

Inherits from: ScriptedPawn.Retreating

Ignores: Retreating.AnimEnd, Retreating.Bump, HearNoise

Retreating.BeginState[edit]

event BeginState ()

Overrides: ScriptedPawn.Retreating.BeginState


Retreating.Bump[edit]

event Bump (Actor Other)

Overrides: ScriptedPawn.Retreating.Bump


Retreating.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Retreating.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Retreating.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: ScriptedPawn.SeePlayer (global)


Retreating.ChangeDestination[edit]

function ChangeDestination ()

Overrides: ScriptedPawn.Retreating.ChangeDestination


Retreating.PickDestination[edit]

function PickDestination ()

Overrides: ScriptedPawn.Retreating.PickDestination


Retreating.ReachedHome[edit]

function ReachedHome ()

Overrides: ScriptedPawn.Retreating.ReachedHome


Retreating.SetFall[edit]

function SetFall ()

Overrides: ScriptedPawn.Retreating.SetFall


Roaming[edit]

Inherits from: ScriptedPawn.Roaming

Ignores: EnemyNotVisible

Roaming.PickDestination[edit]

function PickDestination ()

Overrides: ScriptedPawn.Roaming.PickDestination


TriggerAlarm[edit]

Inherits from: ScriptedPawn.TriggerAlarm

Ignores: HearNoise, SeePlayer

TriggerAlarm.Bump[edit]

event Bump (Actor Other)

Overrides: ScriptedPawn.TriggerAlarm.Bump


Wandering[edit]

Inherits from: ScriptedPawn.Wandering

Ignores: EnemyNotVisible

Wandering.PickDestination[edit]

function PickDestination ()

Overrides: ScriptedPawn.Wandering.PickDestination