Gah - a solution with more questions. – EntropicLqd
UE1:Pawn (RTNP)
- Package:
- Engine
- Direct subclasses:
- Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, UPakCamera
- This class in other games:
- U1, UT, UE2Runtime, UT2003, U2XMP, U2, UT2004, UDK, UT3
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Pawn, the base class of all actors that can be controlled by players or AI. This is a built-in Unreal class and it shouldn't be modified.
Properties[edit]
Property group 'AI'[edit]
AttitudeToPlayer[edit]
Type: EAttitude
determines how creature will react on seeing player (if in human form)
Default value: ATTITUDE_Hate
HearingThreshold[edit]
Type: float
Minimum noise loudness for hearing
Default value: 1.0
Intelligence[edit]
Type: EIntelligence
Default value: BRAINS_MAMMAL
PeripheralVision[edit]
Type: float
Cosine of limits of peripheral vision.
SightRadius[edit]
Type: float
Maximum seeing distance.
Default value: 2500.0
Skill[edit]
Type: float
skill, scaled by game difficulty (add difficulty to this value)
Property group 'Combat'[edit]
bCanStrafe[edit]
Type: bool
CombatStyle[edit]
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
MeleeRange[edit]
Type: float
Property group 'Movement'[edit]
AccelRate[edit]
Type: float
max acceleration rate
Default value: 500.0
AirControl[edit]
Type: float
Default value: 0.05
AirSpeed[edit]
Type: float
The maximum flying speed.
GroundSpeed[edit]
Type: float
The maximum ground speed.
Default value: 320.0
JumpZ[edit]
Type: float
vertical acceleration w/ jump
Default value: 325.0
MaxStepHeight[edit]
Type: float
Maximum size of upward/downward step.
Default value: 25.0
UnderWaterTime[edit]
Type: float
how much time pawn can go without air (in seconds)
WaterSpeed[edit]
Type: float
The maximum swimming speed.
Default value: 200.0
Property group 'Orders'[edit]
AlarmTag[edit]
Type: name
tag of object to go to when see player
bFixedStart[edit]
Type: bool
[edit]
Type: name
Property group 'Pawn'[edit]
BaseEyeHeight[edit]
Type: float
Base eye height above collision center.
DropWhenKilled[edit]
FovAngle[edit]
Type: float
Default value: 90.0
Health[edit]
Type: int
Modifiers: travel
Default value: 100
MenuName[edit]
Type: string
Modifiers: localized
Name used for this pawn type in menus (e.g. player selection)
NameArticle[edit]
Type: string
Modifiers: localized
article used in conjunction with this class (e.g. "a", "an")
Default value: " a "
PlayerReplicationInfoClass[edit]
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
ReducedDamagePct[edit]
Type: float
ReducedDamageType[edit]
Type: name
Either a damagetype name or 'All', 'AllEnvironment' (Burned, Corroded, Frozen)
Visibility[edit]
Type: byte
Default value: 128
VoicePitch[edit]
Type: byte
for speech
VoiceType[edit]
for speech
Property group 'Sounds'[edit]
Die[edit]
Type: Sound
HitSound1[edit]
Type: Sound
HitSound2[edit]
Type: Sound
Land[edit]
Type: Sound
WaterStep[edit]
Type: Sound
Internal variables[edit]
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AnimSequence | 'Fighter' | ||||||||
bBlockActors | True | ||||||||
bBlockPlayers | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bDirectional | True | ||||||||
bIsKillGoal | True | ||||||||
bIsPawn | True | ||||||||
bProjTarget | True | ||||||||
bRotateToDesired | True | ||||||||
bStasis | True | ||||||||
NetPriority | 4.0 | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
||||||||
SoundRadius | 9 | ||||||||
SoundVolume | 240 | ||||||||
Texture | Texture'Engine.S_Pawn' | ||||||||
TransientSoundVolume | 2.0 |
Enums[edit]
EAttitude[edit]
- ATTITUDE_Fear
- will try to run away
- ATTITUDE_Hate
- will attack enemy
- ATTITUDE_Frenzy
- will attack anything, indiscriminately
- ATTITUDE_Threaten
- animations, but no attack
- ATTITUDE_Ignore
- ATTITUDE_Friendly
- ATTITUDE_Follow
- accepts player as leader
EIntelligence[edit]
- BRAINS_NONE
- only reacts to immediate stimulus
- BRAINS_REPTILE
- follows to last seen position
- BRAINS_MAMMAL
- simple navigation (limited path length)
- BRAINS_HUMAN
- complex navigation, team coordination, use environment stuff (triggers, etc.)
Functions[edit]
See Pawn functions.
States[edit]
Dying[edit]
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, LongFall, PainTimer, SeePlayer, Trigger, WarnTarget, ZoneChange
Dying.BeginState[edit]
Overrides: Object.BeginState (global)
Dying.Landed[edit]
Overrides: Landed (global)
Dying.TakeDamage[edit]
Overrides: TakeDamage (global)
Dying.Timer[edit]
Overrides: Actor.Timer (global)
GameEnded[edit]
Ignores: Bump, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange
GameEnded.BeginState[edit]
Overrides: Object.BeginState (global)