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UE1:Pawn (UT)

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UT Object >> Actor >> Pawn
Package: 
Engine
Direct subclasses:
Bot, Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, StationaryPawn
This class in other games:
RTNP, U1, 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[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


SharedAlarmTag[edit]

Type: name


Property group 'Pawn'[edit]

BaseEyeHeight[edit]

Type: float

Base eye height above collision center.

DropWhenKilled[edit]

Type: class<Inventory>


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)

SelectionMesh[edit]

Type: string


SpecialMesh[edit]

Type: string


Visibility[edit]

Type: byte


Default value: 128

VoicePitch[edit]

Type: byte

for speech

VoiceType[edit]

Type: string

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]

See Pawn internal variables.

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 2.0
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[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]

event BeginState ()

Overrides: Object.BeginState (global)


Dying.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Dying.TakeDamage[edit]

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

Overrides: TakeDamage (global)


Dying.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


GameEnded[edit]

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

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)