Mostly Harmless
UE1:ScriptedPawn (U1)
Contents
- 1 Properties
- 2 Functions
- 3 States
- 3.1 Acquisition
- 3.2 AlarmPaused
- 3.3 Ambushing
- 3.4 Attacking
- 3.5 Charging
- 3.6 FallingState
- 3.6.1 FallingState.BeginState
- 3.6.2 FallingState.EndState
- 3.6.3 FallingState.EnemyNotVisible
- 3.6.4 FallingState.Landed
- 3.6.5 FallingState.SeePlayer
- 3.6.6 FallingState.TakeDamage
- 3.6.7 FallingState.Timer
- 3.6.8 FallingState.ZoneChange
- 3.6.9 FallingState.adjustJump
- 3.6.10 FallingState.EnemyAcquired
- 3.6.11 FallingState.SetEnemy
- 3.6.12 FallingState.SetFall
- 3.7 Greeting
- 3.8 Guarding
- 3.9 Hunting
- 3.9.1 Hunting.AnimEnd
- 3.9.2 Hunting.BeginState
- 3.9.3 Hunting.EndState
- 3.9.4 Hunting.HearNoise
- 3.9.5 Hunting.HitWall
- 3.9.6 Hunting.MayFall
- 3.9.7 Hunting.TakeDamage
- 3.9.8 Hunting.Timer
- 3.9.9 Hunting.FearThisSpot
- 3.9.10 Hunting.FindViewSpot
- 3.9.11 Hunting.PickDestination
- 3.9.12 Hunting.SetEnemy
- 3.9.13 Hunting.SetFall
- 3.10 MeleeAttack
- 3.11 Patroling
- 3.12 RangedAttack
- 3.13 Retreating
- 3.13.1 Retreating.AnimEnd
- 3.13.2 Retreating.BeginState
- 3.13.3 Retreating.Bump
- 3.13.4 Retreating.HitWall
- 3.13.5 Retreating.TakeDamage
- 3.13.6 Retreating.Timer
- 3.13.7 Retreating.ChangeDestination
- 3.13.8 Retreating.PickDestination
- 3.13.9 Retreating.PickNextSpot
- 3.13.10 Retreating.ReachedHome
- 3.13.11 Retreating.SetFall
- 3.14 Roaming
- 3.15 StakeOut
- 3.16 StartUp
- 3.17 TacticalMove
- 3.17.1 TacticalMove.AnimEnd
- 3.17.2 TacticalMove.BeginState
- 3.17.3 TacticalMove.EndState
- 3.17.4 TacticalMove.EnemyNotVisible
- 3.17.5 TacticalMove.HitWall
- 3.17.6 TacticalMove.TakeDamage
- 3.17.7 TacticalMove.Timer
- 3.17.8 TacticalMove.FearThisSpot
- 3.17.9 TacticalMove.GiveUpTactical
- 3.17.10 TacticalMove.PickDestination
- 3.17.11 TacticalMove.SetFall
- 3.17.12 TacticalMove.ValidRecovery
- 3.18 TakeHit
- 3.19 Threatening
- 3.20 TriggerAlarm
- 3.21 VictoryDance
- 3.22 Waiting
- 3.23 Wandering
- 3.23.1 Wandering.AnimEnd
- 3.23.2 Wandering.BeginState
- 3.23.3 Wandering.EndState
- 3.23.4 Wandering.HitWall
- 3.23.5 Wandering.TakeDamage
- 3.23.6 Wandering.Timer
- 3.23.7 Wandering.EnemyAcquired
- 3.23.8 Wandering.FearThisSpot
- 3.23.9 Wandering.PickDestination
- 3.23.10 Wandering.SetFall
- 3.23.11 Wandering.TestDirection
- 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
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ScriptedPawn.
Properties
Functions
Events
Bump
Overrides: Actor.Bump
Falling
Overrides: Pawn.Falling
HearNoise
Overrides: Pawn.HearNoise
LongFall
Overrides: Pawn.LongFall
PreBeginPlay
Overrides: Pawn.PreBeginPlay
SeePlayer
Overrides: Pawn.SeePlayer
Trigger
Overrides: Actor.Trigger
ZoneChange
Overrides: Actor.ZoneChange
Other instance functions
See ScriptedPawn instance functions.
States
Acquisition
Acquisition.BeginState
Overrides: Object.BeginState (global)
Acquisition.HearNoise
Overrides: HearNoise (global)
Acquisition.SeePlayer
Overrides: SeePlayer (global)
Acquisition.TakeDamage
Overrides: Pawn.TakeDamage (global)
Acquisition.WarnTarget
Overrides: WarnTarget (global)
AlarmPaused
AlarmPaused.BeginState
Overrides: Object.BeginState (global)
AlarmPaused.Bump
Overrides: Bump (global)
AlarmPaused.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
AlarmPaused.SeePlayer
Overrides: SeePlayer (global)
AlarmPaused.TakeDamage
Overrides: Pawn.TakeDamage (global)
AlarmPaused.Timer
Overrides: Actor.Timer (global)
AlarmPaused.FindShootTarget
AlarmPaused.PlayWaitAround
AlarmPaused.SetFall
Overrides: SetFall (global)
Ambushing
Ambushing.AnimEnd
Overrides: Actor.AnimEnd (global)
Ambushing.BeginState
Overrides: Object.BeginState (global)
Ambushing.Landed
Overrides: Pawn.Landed (global)
Ambushing.TakeDamage
Overrides: Pawn.TakeDamage (global)
Ambushing.Timer
Overrides: Actor.Timer (global)
Ambushing.EnemyAcquired
Overrides: EnemyAcquired (global)
Ambushing.FindAmbush
Ambushing.SetFall
Overrides: SetFall (global)
Attacking
Ignores: Bump, HearNoise, HitWall, SeePlayer
Attacking.BeginState
Overrides: Object.BeginState (global)
Attacking.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Attacking.Timer
Overrides: Actor.Timer (global)
Attacking.ChooseAttackMode
Charging
Charging.AnimEnd
Overrides: Actor.AnimEnd (global)
Charging.BeginState
Overrides: Object.BeginState (global)
Charging.EndState
Overrides: Object.EndState (global)
Charging.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Charging.HitWall
Overrides: Actor.HitWall (global)
Charging.MayFall
Overrides: Pawn.MayFall (global)
Charging.TakeDamage
Overrides: Pawn.TakeDamage (global)
Charging.Timer
Overrides: Actor.Timer (global)
Charging.FearThisSpot
Overrides: FearThisSpot (global)
Charging.SetFall
Overrides: SetFall (global)
Charging.StrafeFromDamage
Overrides: StrafeFromDamage (global)
FallingState
Ignores: Bump, HitWall, WarnTarget
FallingState.BeginState
Overrides: Object.BeginState (global)
FallingState.EndState
Overrides: Object.EndState (global)
FallingState.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
FallingState.Landed
Overrides: Pawn.Landed (global)
FallingState.SeePlayer
Overrides: SeePlayer (global)
FallingState.TakeDamage
Overrides: Pawn.TakeDamage (global)
FallingState.Timer
Overrides: Actor.Timer (global)
FallingState.ZoneChange
Overrides: ZoneChange (global)
FallingState.adjustJump
FallingState.EnemyAcquired
Overrides: EnemyAcquired (global)
FallingState.SetEnemy
Overrides: SetEnemy (global)
FallingState.SetFall
Overrides: SetFall (global)
Greeting
Ignores: EnemyNotVisible, SeePlayer
Greeting.AnimEnd
Overrides: Actor.AnimEnd (global)
Greeting.Bump
Overrides: Bump (global)
Greeting.Landed
Overrides: Pawn.Landed (global)
Greeting.TakeDamage
Overrides: Pawn.TakeDamage (global)
Greeting.Timer
Overrides: Actor.Timer (global)
Greeting.EnemyAcquired
Overrides: EnemyAcquired (global)
Guarding
Guarding.AnimEnd
Overrides: Actor.AnimEnd (global)
Guarding.BeginState
Overrides: Object.BeginState (global)
Guarding.HitWall
Overrides: Actor.HitWall (global)
Guarding.TakeDamage
Overrides: Pawn.TakeDamage (global)
Guarding.Timer
Overrides: Actor.Timer (global)
Guarding.EnemyAcquired
Overrides: EnemyAcquired (global)
Guarding.PickDestination
Guarding.SetFall
Overrides: SetFall (global)
Hunting
Hunting.AnimEnd
Overrides: Actor.AnimEnd (global)
Hunting.BeginState
Overrides: Object.BeginState (global)
Hunting.EndState
Overrides: Object.EndState (global)
Hunting.HearNoise
Overrides: HearNoise (global)
Hunting.HitWall
Overrides: Actor.HitWall (global)
Hunting.MayFall
Overrides: Pawn.MayFall (global)
Hunting.TakeDamage
Overrides: Pawn.TakeDamage (global)
Hunting.Timer
Overrides: Actor.Timer (global)
Hunting.FearThisSpot
Overrides: FearThisSpot (global)
Hunting.FindViewSpot
Hunting.PickDestination
Hunting.SetEnemy
Overrides: SetEnemy (global)
Hunting.SetFall
Overrides: SetFall (global)
MeleeAttack
Ignores: Bump, HearNoise, SeePlayer
MeleeAttack.AnimEnd
Overrides: Actor.AnimEnd (global)
MeleeAttack.BeginState
Overrides: Object.BeginState (global)
MeleeAttack.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
MeleeAttack.TakeDamage
Overrides: Pawn.TakeDamage (global)
MeleeAttack.KeepAttacking
Patroling
Patroling.AnimEnd
Overrides: Actor.AnimEnd (global)
Patroling.BeginState
Overrides: Object.BeginState (global)
Patroling.HitWall
Overrides: Actor.HitWall (global)
Patroling.TakeDamage
Overrides: Pawn.TakeDamage (global)
Patroling.Timer
Overrides: Actor.Timer (global)
Patroling.Trigger
Overrides: Trigger (global)
Patroling.EnemyAcquired
Overrides: EnemyAcquired (global)
Patroling.FindNextPatrol
Patroling.PickDestination
Patroling.SetFall
Overrides: SetFall (global)
RangedAttack
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.AnimEnd
Overrides: Actor.AnimEnd (global)
RangedAttack.BeginState
Overrides: Object.BeginState (global)
RangedAttack.EndState
Overrides: Object.EndState (global)
RangedAttack.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
RangedAttack.TakeDamage
Overrides: Pawn.TakeDamage (global)
RangedAttack.Timer
Overrides: Actor.Timer (global)
RangedAttack.KeepAttacking
RangedAttack.StopWaiting
Overrides: Pawn.StopWaiting (global)
Retreating
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Retreating.AnimEnd
Overrides: Actor.AnimEnd (global)
Retreating.BeginState
Overrides: Object.BeginState (global)
Retreating.Bump
Overrides: Bump (global)
Retreating.HitWall
Overrides: Actor.HitWall (global)
Retreating.TakeDamage
Overrides: Pawn.TakeDamage (global)
Retreating.Timer
Overrides: Actor.Timer (global)
Retreating.ChangeDestination
Retreating.PickDestination
Retreating.PickNextSpot
Retreating.ReachedHome
Retreating.SetFall
Overrides: SetFall (global)
Roaming
Roaming.BeginState
Overrides: Object.BeginState (global)
Roaming.Bump
Overrides: Bump (global)
Roaming.HitWall
Overrides: Actor.HitWall (global)
Roaming.TakeDamage
Overrides: Pawn.TakeDamage (global)
Roaming.Timer
Overrides: Actor.Timer (global)
Roaming.EnemyAcquired
Overrides: EnemyAcquired (global)
Roaming.FearThisSpot
Overrides: FearThisSpot (global)
Roaming.PickDestination
Roaming.SetFall
Overrides: SetFall (global)
StakeOut
StakeOut.BeginState
Overrides: Object.BeginState (global)
StakeOut.EndState
Overrides: Object.EndState (global)
StakeOut.HearNoise
Overrides: HearNoise (global)
StakeOut.TakeDamage
Overrides: Pawn.TakeDamage (global)
StakeOut.Timer
Overrides: Actor.Timer (global)
StakeOut.AdjustAim
Overrides: AdjustAim (global)
StakeOut.SetEnemy
Overrides: SetEnemy (global)
StakeOut.SetFall
Overrides: SetFall (global)
StartUp
Modifiers: auto
StartUp.BeginState
Overrides: Object.BeginState (global)
StartUp.InitAmbushLoc
StartUp.InitPatrolLoc
StartUp.SetAlarm
StartUp.SetHome
StartUp.SetTeam
TacticalMove
TacticalMove.AnimEnd
Overrides: Actor.AnimEnd (global)
TacticalMove.BeginState
Overrides: Object.BeginState (global)
TacticalMove.EndState
Overrides: Object.EndState (global)
TacticalMove.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
TacticalMove.HitWall
Overrides: Actor.HitWall (global)
TacticalMove.TakeDamage
Overrides: Pawn.TakeDamage (global)
TacticalMove.Timer
Overrides: Actor.Timer (global)
TacticalMove.FearThisSpot
Overrides: FearThisSpot (global)
TacticalMove.GiveUpTactical
TacticalMove.PickDestination
TacticalMove.SetFall
Overrides: SetFall (global)
TacticalMove.ValidRecovery
TakeHit
Ignores: Bump, HearNoise, HitWall, SeePlayer
TakeHit.BeginState
Overrides: Object.BeginState (global)
TakeHit.Landed
Overrides: Pawn.Landed (global)
TakeHit.TakeDamage
Overrides: Pawn.TakeDamage (global)
TakeHit.Timer
Overrides: Actor.Timer (global)
TakeHit.PlayHitAnim
Overrides: PlayHitAnim (global)
Threatening
Threatening.BeginState
Overrides: Object.BeginState (global)
Threatening.EndState
Overrides: Object.EndState (global)
Threatening.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Threatening.TakeDamage
Overrides: Pawn.TakeDamage (global)
Threatening.Trigger
Overrides: Trigger (global)
Threatening.EnemyAcquired
Overrides: EnemyAcquired (global)
Threatening.PickGuardDestination
Threatening.PickThreatenDestination
TriggerAlarm
TriggerAlarm.AnimEnd
Overrides: Actor.AnimEnd (global)
TriggerAlarm.BeginState
Overrides: Object.BeginState (global)
TriggerAlarm.Bump
Overrides: Bump (global)
TriggerAlarm.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
TriggerAlarm.TakeDamage
Overrides: Pawn.TakeDamage (global)
TriggerAlarm.Touch
Overrides: Actor.Touch (global)
TriggerAlarm.AlarmDone
TriggerAlarm.FindAlarm
TriggerAlarm.SetFall
Overrides: SetFall (global)
VictoryDance
VictoryDance.BeginState
Overrides: Object.BeginState (global)
VictoryDance.TakeDamage
Overrides: Pawn.TakeDamage (global)
VictoryDance.EnemyAcquired
Overrides: EnemyAcquired (global)
VictoryDance.PickDestination
Waiting
Waiting.AnimEnd
Overrides: Actor.AnimEnd (global)
Waiting.BeginState
Overrides: Object.BeginState (global)
Waiting.Bump
Overrides: Bump (global)
Waiting.Landed
Overrides: Pawn.Landed (global)
Waiting.TakeDamage
Overrides: Pawn.TakeDamage (global)
Waiting.Timer
Overrides: Actor.Timer (global)
Waiting.EnemyAcquired
Overrides: EnemyAcquired (global)
Wandering
Wandering.AnimEnd
Overrides: Actor.AnimEnd (global)
Wandering.BeginState
Overrides: Object.BeginState (global)
Wandering.EndState
Overrides: Object.EndState (global)
Wandering.HitWall
Overrides: Actor.HitWall (global)
Wandering.TakeDamage
Overrides: Pawn.TakeDamage (global)
Wandering.Timer
Overrides: Actor.Timer (global)
Wandering.EnemyAcquired
Overrides: EnemyAcquired (global)
Wandering.FearThisSpot
Overrides: FearThisSpot (global)
Wandering.PickDestination
Wandering.SetFall
Overrides: SetFall (global)