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UE1:SkaarjTrooper (UT)

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

SkaarjTrooper.

Properties

Property group 'SkaarjTrooper'

WeaponType

Type: class<Weapon>


Default value: Class'UnrealShare.DispersionPistol'

Internal variables

duckTime

Type: float


myWeapon

Type: Weapon


Default values

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

Events

PreBeginPlay

event PreBeginPlay ()

Overrides: Skaarj.PreBeginPlay


Other instance functions

CanFireAtEnemy

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


ChangedWeapon

function ChangedWeapon ()

Overrides: Pawn.ChangedWeapon


Died

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

Overrides: Pawn.Died


PlayChallenge

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


PlayCock

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

function PlayFiring ()

Overrides: ScriptedPawn.PlayFiring


PlayLanded

function PlayLanded (float impactVel)

Overrides: Skaarj.PlayLanded


PlayMovingAttack

function PlayMovingAttack ()

Overrides: Pawn.PlayMovingAttack


PlayPatrolStop

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRangedAttack

function PlayRangedAttack ()

Overrides: Skaarj.PlayRangedAttack


PlayRunning

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit

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

Overrides: Skaarj.PlayTakeHit


PlayThreatening

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayVictoryDance

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


Shield

function Shield ()


TossWeapon

function TossWeapon ()

Overrides: Pawn.TossWeapon


TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


WarnTarget

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

Overrides: ScriptedPawn.WarnTarget


States

Charging

Inherits from: ScriptedPawn.Charging

Ignores: HearNoise, SeePlayer

Charging.EndState

event EndState ()

Overrides: ScriptedPawn.Charging.EndState


Hunting

Inherits from: Skaarj.Hunting

Ignores: EnemyNotVisible

Hunting.EndState

event EndState ()

Overrides: Skaarj.Hunting.EndState


MeleeAttack

Inherits from: ScriptedPawn.MeleeAttack

Ignores: Bump, HearNoise, SeePlayer

RangedAttack

Inherits from: Skaarj.RangedAttack

Ignores: HearNoise, SeePlayer

RangedAttack.AnimEnd

event AnimEnd ()

Overrides: ScriptedPawn.RangedAttack.AnimEnd


RangedAttack.Bump

event Bump (Actor Other)

Overrides: Skaarj.RangedAttack.Bump


RangedAttack.EndState

event EndState ()

Overrides: ScriptedPawn.RangedAttack.EndState


RangedAttack.TakeDamage

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

Overrides: ScriptedPawn.RangedAttack.TakeDamage


RangedAttack.KeepAttacking

function KeepAttacking ()

Overrides: ScriptedPawn.RangedAttack.KeepAttacking


RangedAttack.PlayRangedAttack

function PlayRangedAttack ()

Overrides: Skaarj.RangedAttack.PlayRangedAttack


RangedAttack.TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


Retreating

Inherits from: ScriptedPawn.Retreating

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Retreating.EndState

event EndState ()

Overrides: Object.EndState (global)


Startup

Inherits from: ScriptedPawn.StartUp

Modifiers: auto

Startup.BeginState

event BeginState ()

Overrides: ScriptedPawn.StartUp.BeginState


Startup.SetHome

function SetHome ()

Overrides: ScriptedPawn.StartUp.SetHome


TacticalMove

Inherits from: ScriptedPawn.TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.EndState

event EndState ()

Overrides: ScriptedPawn.TacticalMove.EndState


TakeHit

Inherits from: Skaarj.TakeHit

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.BeginState

event BeginState ()

Overrides: Skaarj.TakeHit.BeginState