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UE1:ScriptedPawn (U1)

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U1 Object >> Actor >> Pawn >> ScriptedPawn

Contents

Package: 
UnrealShare
Direct subclasses:
Brute, Cow, DevilFish, Fly, Gasbag, Krall, Manta, Mercenary, Nali, Pupae, Queen, Titan, Skaarj, Slith, Squid, Tentacle, Warlord
This class in other games:
RTNP, UT

ScriptedPawn.

Properties[edit]

See ScriptedPawn properties.

Functions[edit]

Events[edit]

Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump


Falling[edit]

singular event Falling ()

Overrides: Pawn.Falling


HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: Pawn.HearNoise


LongFall[edit]

event LongFall ()

Overrides: Pawn.LongFall


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


ZoneChange[edit]

event ZoneChange (ZoneInfo newZone)

Overrides: Actor.ZoneChange


Other instance functions[edit]

See ScriptedPawn instance functions.

States[edit]

Acquisition[edit]

Ignores: Falling, Landed

Acquisition.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Acquisition.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Acquisition.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


Acquisition.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Acquisition.WarnTarget[edit]

function WarnTarget (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: WarnTarget (global)


AlarmPaused[edit]

Ignores: HearNoise

AlarmPaused.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


AlarmPaused.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


AlarmPaused.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


AlarmPaused.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


AlarmPaused.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


AlarmPaused.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


AlarmPaused.FindShootTarget[edit]

function FindShootTarget ()


AlarmPaused.PlayWaitAround[edit]

function PlayWaitAround ()


AlarmPaused.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Ambushing[edit]

Ambushing.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Ambushing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Ambushing.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


Ambushing.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Ambushing.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Ambushing.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Ambushing.FindAmbush[edit]

function FindAmbush ()


Ambushing.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Attacking[edit]

Ignores: Bump, HearNoise, HitWall, SeePlayer

Attacking.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Attacking.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Attacking.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Attacking.ChooseAttackMode[edit]

function ChooseAttackMode ()


Charging[edit]

Ignores: HearNoise, SeePlayer

Charging.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Charging.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Charging.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Charging.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Charging.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Charging.MayFall[edit]

event MayFall ()

Overrides: Pawn.MayFall (global)


Charging.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Charging.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Charging.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Charging.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Charging.StrafeFromDamage[edit]

function bool StrafeFromDamage (Object.Vector momentum, float Damage, name DamageType, bool bFindDest)

Overrides: StrafeFromDamage (global)


FallingState[edit]

Ignores: Bump, HitWall, WarnTarget

FallingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FallingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FallingState.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


FallingState.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


FallingState.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


FallingState.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


FallingState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


FallingState.ZoneChange[edit]

event ZoneChange (ZoneInfo newZone)

Overrides: ZoneChange (global)


FallingState.adjustJump[edit]

function adjustJump ()


FallingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


FallingState.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


FallingState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Greeting[edit]

Ignores: EnemyNotVisible, SeePlayer

Greeting.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Greeting.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Greeting.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


Greeting.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Greeting.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Greeting.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Guarding[edit]

Guarding.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Guarding.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Guarding.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Guarding.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Guarding.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Guarding.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Guarding.PickDestination[edit]

function PickDestination ()


Guarding.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Hunting[edit]

Ignores: EnemyNotVisible

Hunting.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Hunting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Hunting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Hunting.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Hunting.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Hunting.MayFall[edit]

event MayFall ()

Overrides: Pawn.MayFall (global)


Hunting.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Hunting.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Hunting.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Hunting.FindViewSpot[edit]

function bool FindViewSpot ()


Hunting.PickDestination[edit]

function PickDestination ()


Hunting.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


Hunting.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


MeleeAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

MeleeAttack.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


MeleeAttack.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


MeleeAttack.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


MeleeAttack.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


MeleeAttack.KeepAttacking[edit]

function KeepAttacking ()


Patroling[edit]

Patroling.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Patroling.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Patroling.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Patroling.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Patroling.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Patroling.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)


Patroling.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Patroling.FindNextPatrol[edit]

function FindNextPatrol ()


Patroling.PickDestination[edit]

function PickDestination ()


Patroling.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


RangedAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


RangedAttack.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RangedAttack.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


RangedAttack.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


RangedAttack.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


RangedAttack.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.KeepAttacking[edit]

function KeepAttacking ()


RangedAttack.StopWaiting[edit]

function StopWaiting ()

Overrides: Pawn.StopWaiting (global)


Retreating[edit]

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Retreating.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Retreating.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Retreating.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Retreating.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Retreating.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Retreating.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Retreating.ChangeDestination[edit]

function ChangeDestination ()


Retreating.PickDestination[edit]

function PickDestination ()


Retreating.PickNextSpot[edit]

function PickNextSpot ()


Retreating.ReachedHome[edit]

function ReachedHome ()


Retreating.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Roaming[edit]

Ignores: EnemyNotVisible

Roaming.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Roaming.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Roaming.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Roaming.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Roaming.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Roaming.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Roaming.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Roaming.PickDestination[edit]

function PickDestination ()


Roaming.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


StakeOut[edit]

Ignores: EnemyNotVisible

StakeOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


StakeOut.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


StakeOut.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


StakeOut.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


StakeOut.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.AdjustAim[edit]

function Object.Rotator AdjustAim (float projSpeed, Object.Vector projStart, int aimerror, bool leadTarget, bool warnTarget)

Overrides: AdjustAim (global)


StakeOut.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


StakeOut.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


StartUp[edit]

Modifiers: auto

StartUp.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


StartUp.InitAmbushLoc[edit]

function InitAmbushLoc ()


StartUp.InitPatrolLoc[edit]

function InitPatrolLoc ()


StartUp.SetAlarm[edit]

function SetAlarm ()


StartUp.SetHome[edit]

function SetHome ()


StartUp.SetTeam[edit]

function SetTeam ()


TacticalMove[edit]

Ignores: HearNoise, SeePlayer

TacticalMove.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


TacticalMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TacticalMove.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


TacticalMove.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


TacticalMove.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


TacticalMove.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


TacticalMove.GiveUpTactical[edit]

function GiveUpTactical (bool bNoCharge)


TacticalMove.PickDestination[edit]

function PickDestination (bool bNoCharge)


TacticalMove.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


TacticalMove.ValidRecovery[edit]

function bool ValidRecovery ()


TakeHit[edit]

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TakeHit.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


TakeHit.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


TakeHit.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TakeHit.PlayHitAnim[edit]

function PlayHitAnim (Object.Vector HitLocation, float Damage)

Overrides: PlayHitAnim (global)


Threatening[edit]

Ignores: Falling, Landed

Threatening.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Threatening.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Threatening.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Threatening.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Threatening.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)


Threatening.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Threatening.PickGuardDestination[edit]

function PickGuardDestination ()


Threatening.PickThreatenDestination[edit]

function PickThreatenDestination ()


TriggerAlarm[edit]

Ignores: HearNoise, SeePlayer

TriggerAlarm.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


TriggerAlarm.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TriggerAlarm.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


TriggerAlarm.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


TriggerAlarm.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


TriggerAlarm.Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch (global)


TriggerAlarm.AlarmDone[edit]

function AlarmDone ()


TriggerAlarm.FindAlarm[edit]

function FindAlarm ()


TriggerAlarm.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


VictoryDance[edit]

Ignores: EnemyNotVisible

VictoryDance.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


VictoryDance.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


VictoryDance.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


VictoryDance.PickDestination[edit]

function PickDestination ()


Waiting[edit]

Waiting.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Waiting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Waiting.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Waiting.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


Waiting.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Waiting.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Waiting.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Wandering[edit]

Ignores: EnemyNotVisible

Wandering.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Wandering.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Wandering.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Wandering.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Wandering.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Wandering.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Wandering.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Wandering.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Wandering.PickDestination[edit]

function PickDestination ()


Wandering.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Wandering.TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick)