My program doesn't have bugs. It just develops random features.
UE1:Queen (UT)
Object >> Actor >> Pawn >> ScriptedPawn >> Queen |
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AttitudeToCreature
- 2.2.2 ClawDamageTarget
- 2.2.3 FootStep
- 2.2.4 PlayChallenge
- 2.2.5 PlayDying
- 2.2.6 PlayInAir
- 2.2.7 PlayLanded
- 2.2.8 PlayMeleeAttack
- 2.2.9 PlayRangedAttack
- 2.2.10 PlayRunning
- 2.2.11 PlayTakeHit
- 2.2.12 PlayThreatening
- 2.2.13 PlayTurning
- 2.2.14 PlayVictoryDance
- 2.2.15 PlayWaiting
- 2.2.16 PlayWalking
- 2.2.17 Scream
- 2.2.18 SpawnShield
- 2.2.19 SpawnShot
- 2.2.20 StabDamageTarget
- 2.2.21 ThrowOther
- 2.2.22 TryToDuck
- 2.2.23 TweenToFalling
- 2.2.24 TweenToFighter
- 2.2.25 TweenToPatrolStop
- 2.2.26 TweenToRunning
- 2.2.27 TweenToWaiting
- 2.2.28 TweenToWalking
- 3 States
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Queen.
Properties[edit]
Property group 'Queen'[edit]
ClawDamage[edit]
Type: int
Default value: 50
ScreamEvent[edit]
Type: name
StabDamage[edit]
Type: int
Default value: 80
Property group 'Sounds'[edit]
claw[edit]
Type: Sound
Default value: Sound'UnrealI.Queen.claw1Q'
footstepSound[edit]
Type: Sound
Default value: Sound'UnrealI.Titan.step1t'
ScreamSound[edit]
Type: Sound
Default value: Sound'UnrealI.Queen.yell3Q'
shoot[edit]
Type: Sound
Default value: Sound'UnrealI.Queen.shoot1Q'
stab[edit]
Type: Sound
Default value: Sound'UnrealI.Queen.stab1Q'
Internal variables[edit]
bEndFootStep[edit]
Type: bool
bJustScreamed[edit]
Type: bool
row[edit]
Type: byte
Shield[edit]
Type: QueenShield
TelepDest[edit]
Type: Object.Vector
Default values[edit]
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 |
|
||||
SightRadius | 3000.0 | ||||
SoundRadius | 32 | ||||
Threaten | Sound'UnrealI.Queen.yell2Q' | ||||
TransientSoundVolume | 16.0 | ||||
Visibility | 250 |
Functions[edit]
Events[edit]
EncroachingOn[edit]
Overrides: Pawn.EncroachingOn
PostBeginPlay[edit]
Overrides: Pawn.PostBeginPlay
Other instance functions[edit]
AttitudeToCreature[edit]
Overrides: ScriptedPawn.AttitudeToCreature
ClawDamageTarget[edit]
FootStep[edit]
PlayChallenge[edit]
Overrides: ScriptedPawn.PlayChallenge
PlayDying[edit]
Overrides: Pawn.PlayDying
PlayInAir[edit]
Overrides: Pawn.PlayInAir
PlayLanded[edit]
Overrides: Pawn.PlayLanded
PlayMeleeAttack[edit]
Overrides: ScriptedPawn.PlayMeleeAttack
PlayRangedAttack[edit]
Overrides: ScriptedPawn.PlayRangedAttack
PlayRunning[edit]
Overrides: Pawn.PlayRunning
PlayTakeHit[edit]
Overrides: Pawn.PlayTakeHit
PlayThreatening[edit]
Overrides: Pawn.PlayThreatening
PlayTurning[edit]
Overrides: Pawn.PlayTurning
PlayVictoryDance[edit]
Overrides: Pawn.PlayVictoryDance
PlayWaiting[edit]
Overrides: Pawn.PlayWaiting
PlayWalking[edit]
Overrides: Pawn.PlayWalking
Scream[edit]
SpawnShield[edit]
SpawnShot[edit]
StabDamageTarget[edit]
ThrowOther[edit]
TryToDuck[edit]
Overrides: ScriptedPawn.TryToDuck
TweenToFalling[edit]
Overrides: Pawn.TweenToFalling
TweenToFighter[edit]
Overrides: Pawn.TweenToFighter
TweenToPatrolStop[edit]
Overrides: Pawn.TweenToPatrolStop
TweenToRunning[edit]
Overrides: Pawn.TweenToRunning
TweenToWaiting[edit]
Overrides: Pawn.TweenToWaiting
TweenToWalking[edit]
Overrides: Pawn.TweenToWalking
States[edit]
Hunting[edit]
Inherits from: ScriptedPawn.Hunting
Hunting.PickDestination[edit]
Overrides: ScriptedPawn.Hunting.PickDestination
TacticalMove[edit]
Inherits from: ScriptedPawn.TacticalMove
TacticalMove.PickDestination[edit]
Overrides: ScriptedPawn.TacticalMove.PickDestination
Teleporting[edit]
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange
Teleporting.BeginState[edit]
Overrides: Object.BeginState (global)
Teleporting.EndState[edit]
Overrides: Object.EndState (global)
Teleporting.Tick[edit]
Overrides: Actor.Tick (global)