Gah - a solution with more questions. – EntropicLqd
UE1:ScriptedPawn (UT)
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, Skaarj, Slith, Squid, Tentacle, Titan, Warlord
- This class in other games:
- RTNP, U1
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ScriptedPawn.
Properties[edit]
Functions[edit]
Events[edit]
Bump[edit]
Overrides: Actor.Bump
Falling[edit]
Overrides: Pawn.Falling
HearNoise[edit]
Overrides: Pawn.HearNoise
LongFall[edit]
Overrides: Pawn.LongFall
PreBeginPlay[edit]
Overrides: Pawn.PreBeginPlay
SeePlayer[edit]
Overrides: Pawn.SeePlayer
Trigger[edit]
Overrides: Actor.Trigger
ZoneChange[edit]
Overrides: Actor.ZoneChange
Other instance functions[edit]
See ScriptedPawn instance functions.
States[edit]
Acquisition[edit]
Acquisition.BeginState[edit]
Overrides: Object.BeginState (global)
Acquisition.HearNoise[edit]
Overrides: HearNoise (global)
Acquisition.SeePlayer[edit]
Overrides: SeePlayer (global)
Acquisition.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Acquisition.WarnTarget[edit]
Overrides: WarnTarget (global)
AlarmPaused[edit]
AlarmPaused.BeginState[edit]
Overrides: Object.BeginState (global)
AlarmPaused.Bump[edit]
Overrides: Bump (global)
AlarmPaused.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
AlarmPaused.SeePlayer[edit]
Overrides: SeePlayer (global)
AlarmPaused.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
AlarmPaused.Timer[edit]
Overrides: Actor.Timer (global)
AlarmPaused.FindShootTarget[edit]
AlarmPaused.PlayWaitAround[edit]
AlarmPaused.SetFall[edit]
Overrides: SetFall (global)
Ambushing[edit]
Ambushing.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Ambushing.BeginState[edit]
Overrides: Object.BeginState (global)
Ambushing.Landed[edit]
Overrides: Pawn.Landed (global)
Ambushing.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Ambushing.Timer[edit]
Overrides: Actor.Timer (global)
Ambushing.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Ambushing.FindAmbush[edit]
Ambushing.SetFall[edit]
Overrides: SetFall (global)
Attacking[edit]
Ignores: Bump, HearNoise, HitWall, SeePlayer
Attacking.BeginState[edit]
Overrides: Object.BeginState (global)
Attacking.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
Attacking.Timer[edit]
Overrides: Actor.Timer (global)
Attacking.ChooseAttackMode[edit]
Charging[edit]
Charging.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Charging.BeginState[edit]
Overrides: Object.BeginState (global)
Charging.EndState[edit]
Overrides: Object.EndState (global)
Charging.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
Charging.HitWall[edit]
Overrides: Actor.HitWall (global)
Charging.MayFall[edit]
Overrides: Pawn.MayFall (global)
Charging.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Charging.Timer[edit]
Overrides: Actor.Timer (global)
Charging.FearThisSpot[edit]
Overrides: FearThisSpot (global)
Charging.SetFall[edit]
Overrides: SetFall (global)
Charging.StrafeFromDamage[edit]
Overrides: StrafeFromDamage (global)
FallingState[edit]
Ignores: Bump, HitWall, WarnTarget
FallingState.BeginState[edit]
Overrides: Object.BeginState (global)
FallingState.EndState[edit]
Overrides: Object.EndState (global)
FallingState.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
FallingState.Landed[edit]
Overrides: Pawn.Landed (global)
FallingState.SeePlayer[edit]
Overrides: SeePlayer (global)
FallingState.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
FallingState.Timer[edit]
Overrides: Actor.Timer (global)
FallingState.ZoneChange[edit]
Overrides: ZoneChange (global)
FallingState.adjustJump[edit]
FallingState.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
FallingState.SetEnemy[edit]
Overrides: SetEnemy (global)
FallingState.SetFall[edit]
Overrides: SetFall (global)
Greeting[edit]
Ignores: EnemyNotVisible, SeePlayer
Greeting.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Greeting.Bump[edit]
Overrides: Bump (global)
Greeting.Landed[edit]
Overrides: Pawn.Landed (global)
Greeting.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Greeting.Timer[edit]
Overrides: Actor.Timer (global)
Greeting.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Guarding[edit]
Guarding.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Guarding.BeginState[edit]
Overrides: Object.BeginState (global)
Guarding.HitWall[edit]
Overrides: Actor.HitWall (global)
Guarding.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Guarding.Timer[edit]
Overrides: Actor.Timer (global)
Guarding.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Guarding.PickDestination[edit]
Guarding.SetFall[edit]
Overrides: SetFall (global)
Hunting[edit]
Hunting.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Hunting.BeginState[edit]
Overrides: Object.BeginState (global)
Hunting.EndState[edit]
Overrides: Object.EndState (global)
Hunting.HearNoise[edit]
Overrides: HearNoise (global)
Hunting.HitWall[edit]
Overrides: Actor.HitWall (global)
Hunting.MayFall[edit]
Overrides: Pawn.MayFall (global)
Hunting.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Hunting.Timer[edit]
Overrides: Actor.Timer (global)
Hunting.FearThisSpot[edit]
Overrides: FearThisSpot (global)
Hunting.FindViewSpot[edit]
Hunting.PickDestination[edit]
Hunting.SetEnemy[edit]
Overrides: SetEnemy (global)
Hunting.SetFall[edit]
Overrides: SetFall (global)
MeleeAttack[edit]
Ignores: Bump, HearNoise, SeePlayer
MeleeAttack.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
MeleeAttack.BeginState[edit]
Overrides: Object.BeginState (global)
MeleeAttack.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
MeleeAttack.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
MeleeAttack.KeepAttacking[edit]
Patroling[edit]
Patroling.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Patroling.BeginState[edit]
Overrides: Object.BeginState (global)
Patroling.HitWall[edit]
Overrides: Actor.HitWall (global)
Patroling.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Patroling.Timer[edit]
Overrides: Actor.Timer (global)
Patroling.Trigger[edit]
Overrides: Trigger (global)
Patroling.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Patroling.FindNextPatrol[edit]
Patroling.PickDestination[edit]
Patroling.SetFall[edit]
Overrides: SetFall (global)
RangedAttack[edit]
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
RangedAttack.BeginState[edit]
Overrides: Object.BeginState (global)
RangedAttack.EndState[edit]
Overrides: Object.EndState (global)
RangedAttack.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
RangedAttack.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
RangedAttack.Timer[edit]
Overrides: Actor.Timer (global)
RangedAttack.KeepAttacking[edit]
RangedAttack.StopWaiting[edit]
Overrides: Pawn.StopWaiting (global)
Retreating[edit]
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Retreating.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Retreating.BeginState[edit]
Overrides: Object.BeginState (global)
Retreating.Bump[edit]
Overrides: Bump (global)
Retreating.HitWall[edit]
Overrides: Actor.HitWall (global)
Retreating.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Retreating.Timer[edit]
Overrides: Actor.Timer (global)
Retreating.ChangeDestination[edit]
Retreating.PickDestination[edit]
Retreating.PickNextSpot[edit]
Retreating.ReachedHome[edit]
Retreating.SetFall[edit]
Overrides: SetFall (global)
Roaming[edit]
Roaming.BeginState[edit]
Overrides: Object.BeginState (global)
Roaming.Bump[edit]
Overrides: Bump (global)
Roaming.HitWall[edit]
Overrides: Actor.HitWall (global)
Roaming.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Roaming.Timer[edit]
Overrides: Actor.Timer (global)
Roaming.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Roaming.FearThisSpot[edit]
Overrides: FearThisSpot (global)
Roaming.PickDestination[edit]
Roaming.SetFall[edit]
Overrides: SetFall (global)
StakeOut[edit]
StakeOut.BeginState[edit]
Overrides: Object.BeginState (global)
StakeOut.EndState[edit]
Overrides: Object.EndState (global)
StakeOut.HearNoise[edit]
Overrides: HearNoise (global)
StakeOut.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
StakeOut.Timer[edit]
Overrides: Actor.Timer (global)
StakeOut.AdjustAim[edit]
Overrides: AdjustAim (global)
StakeOut.SetEnemy[edit]
Overrides: SetEnemy (global)
StakeOut.SetFall[edit]
Overrides: SetFall (global)
StartUp[edit]
Modifiers: auto
StartUp.BeginState[edit]
Overrides: Object.BeginState (global)
StartUp.InitAmbushLoc[edit]
StartUp.InitPatrolLoc[edit]
StartUp.SetAlarm[edit]
StartUp.SetHome[edit]
StartUp.SetTeam[edit]
TacticalMove[edit]
TacticalMove.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
TacticalMove.BeginState[edit]
Overrides: Object.BeginState (global)
TacticalMove.EndState[edit]
Overrides: Object.EndState (global)
TacticalMove.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
TacticalMove.HitWall[edit]
Overrides: Actor.HitWall (global)
TacticalMove.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
TacticalMove.Timer[edit]
Overrides: Actor.Timer (global)
TacticalMove.FearThisSpot[edit]
Overrides: FearThisSpot (global)
TacticalMove.GiveUpTactical[edit]
TacticalMove.PickDestination[edit]
TacticalMove.SetFall[edit]
Overrides: SetFall (global)
TacticalMove.ValidRecovery[edit]
TakeHit[edit]
Ignores: Bump, HearNoise, HitWall, SeePlayer
TakeHit.BeginState[edit]
Overrides: Object.BeginState (global)
TakeHit.Landed[edit]
Overrides: Pawn.Landed (global)
TakeHit.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
TakeHit.Timer[edit]
Overrides: Actor.Timer (global)
TakeHit.PlayHitAnim[edit]
Overrides: PlayHitAnim (global)
Threatening[edit]
Threatening.BeginState[edit]
Overrides: Object.BeginState (global)
Threatening.EndState[edit]
Overrides: Object.EndState (global)
Threatening.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
Threatening.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Threatening.Trigger[edit]
Overrides: Trigger (global)
Threatening.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Threatening.PickGuardDestination[edit]
Threatening.PickThreatenDestination[edit]
TriggerAlarm[edit]
TriggerAlarm.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
TriggerAlarm.BeginState[edit]
Overrides: Object.BeginState (global)
TriggerAlarm.Bump[edit]
Overrides: Bump (global)
TriggerAlarm.EnemyNotVisible[edit]
Overrides: Pawn.EnemyNotVisible (global)
TriggerAlarm.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
TriggerAlarm.Touch[edit]
Overrides: Actor.Touch (global)
TriggerAlarm.AlarmDone[edit]
TriggerAlarm.FindAlarm[edit]
TriggerAlarm.SetFall[edit]
Overrides: SetFall (global)
VictoryDance[edit]
VictoryDance.BeginState[edit]
Overrides: Object.BeginState (global)
VictoryDance.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
VictoryDance.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
VictoryDance.PickDestination[edit]
Waiting[edit]
Waiting.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Waiting.BeginState[edit]
Overrides: Object.BeginState (global)
Waiting.Bump[edit]
Overrides: Bump (global)
Waiting.Landed[edit]
Overrides: Pawn.Landed (global)
Waiting.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Waiting.Timer[edit]
Overrides: Actor.Timer (global)
Waiting.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Wandering[edit]
Wandering.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Wandering.BeginState[edit]
Overrides: Object.BeginState (global)
Wandering.EndState[edit]
Overrides: Object.EndState (global)
Wandering.HitWall[edit]
Overrides: Actor.HitWall (global)
Wandering.TakeDamage[edit]
Overrides: Pawn.TakeDamage (global)
Wandering.Timer[edit]
Overrides: Actor.Timer (global)
Wandering.EnemyAcquired[edit]
Overrides: EnemyAcquired (global)
Wandering.FearThisSpot[edit]
Overrides: FearThisSpot (global)
Wandering.PickDestination[edit]
Wandering.SetFall[edit]
Overrides: SetFall (global)