Mostly Harmless

Difference between revisions of "UE1:SkaarjTrooper (UT)"

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m (PlayCock: description)
m (-"<br>")
 
Line 126: Line 126:
 
<pre>if ( Weapon.CockingSound != None )
 
<pre>if ( Weapon.CockingSound != None )
 
PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);
 
PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);
else if ( Weapon.SelectSound != None )<br>
+
else if ( Weapon.SelectSound != None )
 
PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);</pre>
 
PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);</pre>
  

Latest revision as of 09:35, 17 July 2017

UT Object >> Actor >> Pawn >> ScriptedPawn >> Skaarj >> SkaarjTrooper
Package: 
UnrealI
Direct subclasses:
SkaarjGunner, SkaarjInfantry, SkaarjOfficer, SkaarjSniper
This class in other games:
RTNP, U1

SkaarjTrooper.

Properties[edit]

Property group 'SkaarjTrooper'[edit]

WeaponType[edit]

Type: class<Weapon>


Default value: Class'UnrealShare.DispersionPistol'

Internal variables[edit]

duckTime[edit]

Type: float


myWeapon[edit]

Type: Weapon


Default values[edit]

Property Value
Buoyancy 125.0
CarcassType Class'UnrealI.TrooperCarcass'
ClawDamage 10
CollisionHeight 42.0
CollisionRadius 32.0
CombatStyle 0.3
GroundSpeed 400.0
Health 170
LungeDamage 20
Mass 125.0
Mesh LodMesh'UnrealI.sktrooper'
RangedProjectile None
Skin Texture'UnrealI.Skins.sktrooper1'
SpinDamage 15

Functions[edit]

Events[edit]

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Skaarj.PreBeginPlay


Other instance functions[edit]

CanFireAtEnemy[edit]

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


ChangedWeapon[edit]

function ChangedWeapon ()

Overrides: Pawn.ChangedWeapon


Died[edit]

function Died (Pawn Killer, name damageType, Object.Vector HitLocation)

Overrides: Pawn.Died


PlayChallenge[edit]

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


PlayCock[edit]

function PlayCock ()

Overrides: Skaarj.PlayCock

If SkaarjTrooper's weapon and Weapon.CockingSound is given, that sound is played on SLOT_Interact.

Probably a bug is playing Weapon.CockingSound, if it is empty but Weapon.SelectSound is given:

if ( Weapon.CockingSound != None )
        PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);
else if ( Weapon.SelectSound != None )
        PlaySound(Weapon.CockingSound, SLOT_Interact,,,700);

PlayFiring[edit]

function PlayFiring ()

Overrides: ScriptedPawn.PlayFiring


PlayLanded[edit]

function PlayLanded (float impactVel)

Overrides: Skaarj.PlayLanded


PlayMovingAttack[edit]

function PlayMovingAttack ()

Overrides: Pawn.PlayMovingAttack


PlayPatrolStop[edit]

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRangedAttack[edit]

function PlayRangedAttack ()

Overrides: Skaarj.PlayRangedAttack


PlayRunning[edit]

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit[edit]

function PlayTakeHit (float tweentime, Object.Vector HitLoc, int damage)

Overrides: Skaarj.PlayTakeHit


PlayThreatening[edit]

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayVictoryDance[edit]

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


Shield[edit]

function Shield ()


TossWeapon[edit]

function TossWeapon ()

Overrides: Pawn.TossWeapon


TryToDuck[edit]

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


WarnTarget[edit]

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

Overrides: ScriptedPawn.WarnTarget


States[edit]

Charging[edit]

Inherits from: ScriptedPawn.Charging

Ignores: HearNoise, SeePlayer

Charging.EndState[edit]

event EndState ()

Overrides: ScriptedPawn.Charging.EndState


Hunting[edit]

Inherits from: Skaarj.Hunting

Ignores: EnemyNotVisible

Hunting.EndState[edit]

event EndState ()

Overrides: Skaarj.Hunting.EndState


MeleeAttack[edit]

Inherits from: ScriptedPawn.MeleeAttack

Ignores: Bump, HearNoise, SeePlayer

RangedAttack[edit]

Inherits from: Skaarj.RangedAttack

Ignores: HearNoise, SeePlayer

RangedAttack.AnimEnd[edit]

event AnimEnd ()

Overrides: ScriptedPawn.RangedAttack.AnimEnd


RangedAttack.Bump[edit]

event Bump (Actor Other)

Overrides: Skaarj.RangedAttack.Bump


RangedAttack.EndState[edit]

event EndState ()

Overrides: ScriptedPawn.RangedAttack.EndState


RangedAttack.TakeDamage[edit]

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

Overrides: ScriptedPawn.RangedAttack.TakeDamage


RangedAttack.KeepAttacking[edit]

function KeepAttacking ()

Overrides: ScriptedPawn.RangedAttack.KeepAttacking


RangedAttack.PlayRangedAttack[edit]

function PlayRangedAttack ()

Overrides: Skaarj.RangedAttack.PlayRangedAttack


RangedAttack.TryToDuck[edit]

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


Retreating[edit]

Inherits from: ScriptedPawn.Retreating

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Retreating.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Startup[edit]

Inherits from: ScriptedPawn.StartUp

Modifiers: auto

Startup.BeginState[edit]

event BeginState ()

Overrides: ScriptedPawn.StartUp.BeginState


Startup.SetHome[edit]

function SetHome ()

Overrides: ScriptedPawn.StartUp.SetHome


TacticalMove[edit]

Inherits from: ScriptedPawn.TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.EndState[edit]

event EndState ()

Overrides: ScriptedPawn.TacticalMove.EndState


TakeHit[edit]

Inherits from: Skaarj.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.BeginState[edit]

event BeginState ()

Overrides: Skaarj.TakeHit.BeginState