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

UE1:Queen (RTNP)

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

Queen.

Properties

Property group 'Queen'

ClawDamage

Type: int


Default value: 50

ScreamEvent

Type: name


StabDamage

Type: int


Default value: 80

Property group 'Sounds'

claw

Type: Sound


Default value: Sound'UnrealI.Queen.claw1Q'

footstepSound

Type: Sound


Default value: Sound'UnrealI.Titan.step1t'

ScreamSound

Type: Sound


Default value: Sound'UnrealI.Queen.yell3Q'

shoot

Type: Sound


Default value: Sound'UnrealI.Queen.shoot1Q'

stab

Type: Sound


Default value: Sound'UnrealI.Queen.stab1Q'

Internal variables

bEndFootStep

Type: bool


bJustScreamed

Type: bool


row

Type: byte


Shield

Type: QueenShield


TelepDest

Type: Object.Vector


Default values

Property Value
AccelRate 1500.0
Acquire Sound'UnrealI.Queen.yell1Q'
Aggressiveness 5.0
AmbientSound Sound'UnrealI.Queen.amb1Q'
bCanDuck True
bHasRangedAttack True
bIsBoss True
CollisionHeight 106.7
CollisionRadius 90.2
CombatStyle 0.95
Die Sound'UnrealI.Queen.outcoldQ'
DrawType DT_Mesh
Fear Sound'UnrealI.Queen.yell2Q'
GroundSpeed 400.0
Health 1500
HitSound1 Sound'UnrealI.Queen.yell2Q'
HitSound2 Sound'UnrealI.Queen.yell2Q'
Intelligence BRAINS_HUMAN
JumpZ 800.0
Mass 1000.0
MeleeRange 100.0
Mesh LodMesh'UnrealI.SkQueen'
NameArticle " the "
RangedProjectile Class'UnrealI.QueenProjectile'
ReducedDamagePct 0.5
ReducedDamageType
ReFireRate 0.4
Roam Sound'UnrealI.Queen.nearby2Q'
RotationRate
Member Value
Pitch 6000
SightRadius 3000.0
SoundRadius 32
Threaten Sound'UnrealI.Queen.yell2Q'
TransientSoundVolume 16.0
Visibility 250

Functions

Events

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


Other instance functions

AttitudeToCreature

function Pawn.EAttitude AttitudeToCreature (Pawn Other)

Overrides: ScriptedPawn.AttitudeToCreature


ClawDamageTarget

function ClawDamageTarget ()


FootStep

function FootStep ()


PlayChallenge

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


PlayDying

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying


PlayInAir

function PlayInAir ()

Overrides: Pawn.PlayInAir


PlayLanded

function PlayLanded (float impactVel)

Overrides: Pawn.PlayLanded


PlayMeleeAttack

function PlayMeleeAttack ()

Overrides: ScriptedPawn.PlayMeleeAttack


PlayRangedAttack

function PlayRangedAttack ()

Overrides: ScriptedPawn.PlayRangedAttack


PlayRunning

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit

function PlayTakeHit (float tweentime, Object.Vector HitLoc, int Damage)

Overrides: Pawn.PlayTakeHit


PlayThreatening

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayTurning

function PlayTurning ()

Overrides: Pawn.PlayTurning


PlayVictoryDance

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


PlayWaiting

function PlayWaiting ()

Overrides: Pawn.PlayWaiting


PlayWalking

function PlayWalking ()

Overrides: Pawn.PlayWalking


Scream

function Scream ()


SpawnShield

function SpawnShield ()


SpawnShot

function SpawnShot ()


StabDamageTarget

function StabDamageTarget ()


ThrowOther

function ThrowOther (Pawn Other)


TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


TweenToFalling

function TweenToFalling ()

Overrides: Pawn.TweenToFalling


TweenToFighter

function TweenToFighter (float tweentime)

Overrides: Pawn.TweenToFighter


TweenToPatrolStop

function TweenToPatrolStop (float tweentime)

Overrides: Pawn.TweenToPatrolStop


TweenToRunning

function TweenToRunning (float tweentime)

Overrides: Pawn.TweenToRunning


TweenToWaiting

function TweenToWaiting (float tweentime)

Overrides: Pawn.TweenToWaiting


TweenToWalking

function TweenToWalking (float tweentime)

Overrides: Pawn.TweenToWalking


States

Hunting

Inherits from: ScriptedPawn.Hunting

Ignores: EnemyNotVisible

Hunting.PickDestination

function PickDestination ()

Overrides: ScriptedPawn.Hunting.PickDestination


TacticalMove

Inherits from: ScriptedPawn.TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.PickDestination

function PickDestination (bool bNoCharge)

Overrides: ScriptedPawn.TacticalMove.PickDestination


Teleporting

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

Teleporting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Teleporting.EndState

event EndState ()

Overrides: Object.EndState (global)


Teleporting.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Teleporting.ChooseDestination

function ChooseDestination ()