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UE1:ScriptedPawn properties (UT)
Object >> Actor >> Pawn >> ScriptedPawn (properties) |
Contents
- 1 Properties
- 1.1 Property group 'AI'
- 1.2 Property group 'Combat'
- 1.3 Property group 'Orders'
- 1.4 Property group 'Pawn'
- 1.5 Property group 'Sounds'
- 1.6 Internal variables
- 1.6.1 bCanBePissed
- 1.6.2 bCanDuck
- 1.6.3 bCanFire
- 1.6.4 bCanSpeak
- 1.6.5 bChangeDir
- 1.6.6 bClearShot
- 1.6.7 bCrouching
- 1.6.8 bFiringPaused
- 1.6.9 bFirstHatePlayer
- 1.6.10 bFirstShot
- 1.6.11 bFrustrated
- 1.6.12 bGreenBlood
- 1.6.13 bInitialFear
- 1.6.14 bIsSpeaking
- 1.6.15 bMoraleBoosted
- 1.6.16 bReadyToAttack
- 1.6.17 bSpecialGoal
- 1.6.18 bSpecialPausing
- 1.6.19 bStrafeDir
- 1.6.20 bTeamSpeaking
- 1.6.21 Hated
- 1.6.22 HidingSpot
- 1.6.23 HuntStartTime
- 1.6.24 LastPainAnim
- 1.6.25 LastPainTime
- 1.6.26 NextAnim
- 1.6.27 numHuntPaths
- 1.6.28 OldEnemy
- 1.6.29 OrderObject
- 1.6.30 RoamStartTime
- 1.6.31 Team
- 1.6.32 TeamID
- 1.6.33 TeamLeader
- 1.6.34 WalkingSpeed
- 1.7 Default values
- ScriptedPawn properties in other games:
- RTNP, U1
- Other member categories for this class:
- instance functions
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Properties
Property group 'AI'
bHateWhenTriggered
Type: bool
bIgnoreFriends
Type: bool
don't react to friend's noises (and make their enemy yours)
bIsBoss
Type: bool
bQuiet
Type: bool
bTeamLeader
Type: bool
FirstHatePlayerEvent
Type: name
TeamTag
Type: name
Property group 'Combat'
Aggressiveness
Type: float
0.0 to 1.0 (typically)
bHasRangedAttack
Type: bool
can attack from beyond melee range
bIsWuss
Type: bool
always takes hit
bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
bMovingRangedAttack
Type: bool
can perform ranged attack while moving
bWarnTarget
Type: bool
warn target when projectile attack
Default value: True
ProjectileSpeed
Type: float
Default value: 800.0
RangedProjectile
ReFireRate
Type: float
chance of shooting multiple times in one attack
TimeBetweenAttacks
Type: float
seconds - modified by difficulty
Default value: 1.0
Property group 'Orders'
bDelayedPatrol
Type: bool
bNoWait
Type: bool
Friendly creature no wait going to alarm
Orders
Type: name
OrderTag
Type: name
tag of object referred to by orders
Property group 'Pawn'
CarcassType
Default value: Class'UnrealShare.CreatureCarcass'
Property group 'Sounds'
Acquire
Type: Sound
Fear
Type: Sound
Roam
Type: Sound
Threaten
Type: Sound
Internal variables
bCanBePissed
Type: bool
bCanDuck
Type: bool
bCanFire
Type: bool
used by TacticalMove and Charging states
bCanSpeak
Type: bool
bChangeDir
Type: bool
tactical move boolean
bClearShot
Type: bool
bCrouching
Type: bool
bFiringPaused
Type: bool
bFirstHatePlayer
Type: bool
bFirstShot
Type: bool
Default value: True
bFrustrated
Type: bool
bGreenBlood
Type: bool
bInitialFear
Type: bool
bIsSpeaking
Type: bool
bMoraleBoosted
Type: bool
bReadyToAttack
Type: bool
can attack again
bSpecialGoal
Type: bool
bSpecialPausing
Type: bool
bStrafeDir
Type: bool
bTeamSpeaking
Type: bool
Hated
Type: Pawn
HidingSpot
Type: Object.Vector
HuntStartTime
Type: float
LastPainAnim
Type: name
LastPainTime
Type: float
NextAnim
Type: name
used in states with multiple, sequenced animations
numHuntPaths
Type: int
OldEnemy
Type: Pawn
OrderObject
Type: Actor
object referred to by orders (if applicable)
RoamStartTime
Type: float
Team
Type: int
TeamID
Type: int
TeamLeader
Type: ScriptedPawn
WalkingSpeed
Type: float
Default value: 0.4
Default values
Property | Value |
---|---|
AccelRate | 200.0 |
AirSpeed | 320.0 |
bFixedStart | True |
HearingThreshold | 0.3 |
Land | Sound'UnrealShare.Generic.Land1' |
WaterStep | Sound'UnrealShare.Generic.LSplash' |