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

UE1:ParentBlob (UT)

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UT Object >> Actor >> Pawn >> FlockMasterPawn >> ParentBlob
Package: 
UnrealI
This class in other games:
RTNP, U1

ParentBlob.

Properties[edit]

bEnemyVisible[edit]

Type: bool


BlobKillMessage[edit]

Type: string

Modifiers: localized


Default value: "was corroded by a Blob"

blobs[edit]

Type: Bloblet

Array size: 16


numBlobs[edit]

Type: int


Default values[edit]

Property Value
AccelRate 800.0
bHidden True
GroundSpeed 150.0
HearingThreshold 50.0
Intelligence BRAINS_NONE
JumpZ -1.0
MaxStepHeight 50.0
PeripheralVision -5.0
SightRadius 1000.0
Tag 'blob1'
WaterSpeed 150.0

Functions[edit]

Events[edit]

BaseChange[edit]

event BaseChange ()

Overrides: FlockMasterPawn.BaseChange


Other instance functions[edit]

Killed[edit]

function Killed (Pawn Killer, Pawn Other, name damageType)

Overrides: Pawn.Killed


KillMessage[edit]

function string KillMessage (name damageType, Pawn Other)

Overrides: Pawn.KillMessage


PreSetMovement[edit]

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


setMovementPhysics[edit]

function setMovementPhysics ()

Overrides: Pawn.SetMovementPhysics


SetRadius[edit]

function SetRadius ()


Shrink[edit]

function Shrink (Bloblet b)


States[edit]

Attacking[edit]

Attacking.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Attacking.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer (global)


Attacking.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Attacking.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


stasis[edit]

Modifiers: auto

Ignores: EncroachedBy, EnemyNotVisible

stasis.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer (global)