I love the smell of UnrealEd crashing in the morning. – tarquin

UE1:Pawn (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
RTNP Object >> Actor >> Pawn
Package: 
Engine
Direct subclasses:
Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, UPakCamera
This class in other games:
U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3

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

Property group 'AI'

AttitudeToPlayer

Type: EAttitude

determines how creature will react on seeing player (if in human form)

Default value: ATTITUDE_Hate

HearingThreshold

Type: float

Minimum noise loudness for hearing

Default value: 1.0

Intelligence

Type: EIntelligence


Default value: BRAINS_MAMMAL

PeripheralVision

Type: float

Cosine of limits of peripheral vision.

SightRadius

Type: float

Maximum seeing distance.

Default value: 2500.0

Skill

Type: float

skill, scaled by game difficulty (add difficulty to this value)

Property group 'Combat'

bCanStrafe

Type: bool


CombatStyle

Type: float

-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee

MeleeRange

Type: float


Property group 'Movement'

AccelRate

Type: float

max acceleration rate

Default value: 500.0

AirControl

Type: float


Default value: 0.05

AirSpeed

Type: float

The maximum flying speed.

GroundSpeed

Type: float

The maximum ground speed.

Default value: 320.0

JumpZ

Type: float

vertical acceleration w/ jump

Default value: 325.0

MaxStepHeight

Type: float

Maximum size of upward/downward step.

Default value: 25.0

UnderWaterTime

Type: float

how much time pawn can go without air (in seconds)

WaterSpeed

Type: float

The maximum swimming speed.

Default value: 200.0

Property group 'Orders'

AlarmTag

Type: name

tag of object to go to when see player

bFixedStart

Type: bool


SharedAlarmTag

Type: name


Property group 'Pawn'

BaseEyeHeight

Type: float

Base eye height above collision center.

DropWhenKilled

Type: class<Inventory>


FovAngle

Type: float


Default value: 90.0

Health

Type: int

Modifiers: travel


Default value: 100

MenuName

Type: string

Modifiers: localized

Name used for this pawn type in menus (e.g. player selection)

NameArticle

Type: string

Modifiers: localized

article used in conjunction with this class (e.g. "a", "an")

Default value: " a "

PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

ReducedDamagePct

Type: float


ReducedDamageType

Type: name

Either a damagetype name or 'All', 'AllEnvironment' (Burned, Corroded, Frozen)

Visibility

Type: byte


Default value: 128

VoicePitch

Type: byte

for speech

VoiceType

Type: class<VoicePack>

for speech

Property group 'Sounds'

Die

Type: Sound


HitSound1

Type: Sound


HitSound2

Type: Sound


Land

Type: Sound


WaterStep

Type: Sound


Internal variables

See Pawn internal variables.

Default values

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
Member Value
Pitch 4096
Roll 3072
Yaw 50000
SoundRadius 9
SoundVolume 240
Texture Texture'Engine.S_Pawn'
TransientSoundVolume 2.0

Enums

EAttitude

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

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

See Pawn functions.

States

Dying

Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, LongFall, PainTimer, SeePlayer, Trigger, WarnTarget, ZoneChange

Dying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Dying.TakeDamage

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

Overrides: TakeDamage (global)


Dying.Timer

event Timer ()

Overrides: Actor.Timer (global)


GameEnded

Ignores: Bump, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange

GameEnded.BeginState

event BeginState ()

Overrides: Object.BeginState (global)