My program doesn't have bugs. It just develops random features.

UE1:Tentacle (UT)

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UT Object >> Actor >> Pawn >> ScriptedPawn >> Tentacle
Package: 
UnrealShare
This class in other games:
RTNP, U1

Tentacle.

Properties

Property group 'Sounds'

mebax

Type: Sound


Default value: Sound'UnrealShare.Tentacle.curltn'

Smack

Type: Sound


Default value: Sound'UnrealShare.Tentacle.splat2tn'

whip

Type: Sound


Default value: Sound'UnrealShare.Tentacle.strike2tn'

Property group 'Tentacle'

WhipDamage

Type: int

Damage done by whipping.

Default values

Property Value
AccelRate 100.0
Acquire Sound'UnrealShare.Tentacle.yell1tn'
Aggressiveness 1.0
bHasRangedAttack True
bLeadTarget False
bMovingRangedAttack True
Buoyancy 400.0
CarcassType Class'UnrealShare.TentacleCarcass'
CollisionHeight 36.0
CollisionRadius 28.0
Die Sound'UnrealShare.Tentacle.death2tn'
DrawType DT_Mesh
Fear Sound'UnrealShare.Tentacle.injured2tn'
Health 50
HearingThreshold 10.0
HitSound1 Sound'UnrealShare.Tentacle.injured1tn'
HitSound2 Sound'UnrealShare.Tentacle.injured2tn'
Intelligence BRAINS_REPTILE
JumpZ 10.0
Land Sound'UnrealShare.Tentacle.splat2tn'
Mass 200.0
MeleeRange 70.0
Mesh LodMesh'UnrealShare.Tentacle1'
PeripheralVision -2.0
RangedProjectile Class'UnrealShare.TentacleProjectile'
ReFireRate 0.7
Roam Sound'UnrealShare.Tentacle.waver1tn'
RotationRate
Member Value
Pitch 0
Roll 0
Yaw 30000
SightRadius 1000.0
Threaten Sound'UnrealShare.Tentacle.yell2tn'
UnderWaterTime -1.0
WaterSpeed 100.0

Functions

Events

Falling

singular event Falling ()

Overrides: ScriptedPawn.Falling


PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


Other instance functions

AddVelocity

simulated function AddVelocity (Object.Vector NewVelocity)

Overrides: Pawn.AddVelocity


AttitudeToCreature

function Pawn.EAttitude AttitudeToCreature (Pawn Other)

Overrides: ScriptedPawn.AttitudeToCreature


CanFireAtEnemy

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


Drop

function Drop ()


PlayChallenge

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


PlayDying

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying


PlayInAir

function PlayInAir ()

Overrides: Pawn.PlayInAir


PlayLanded

function PlayLanded (float impactVel)

Overrides: Pawn.PlayLanded


PlayMeleeAttack

function PlayMeleeAttack ()

Overrides: ScriptedPawn.PlayMeleeAttack


PlayPatrolStop

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRangedAttack

function PlayRangedAttack ()

Overrides: ScriptedPawn.PlayRangedAttack


PlayRunning

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit

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

Overrides: Pawn.PlayTakeHit


PlayThreatening

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayTurning

function PlayTurning ()

Overrides: Pawn.PlayTurning


PlayVictoryDance

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


PlayWaiting

function PlayWaiting ()

Overrides: Pawn.PlayWaiting


PlayWaitingAmbush

function PlayWaitingAmbush ()

Overrides: Pawn.PlayWaitingAmbush


PlayWalking

function PlayWalking ()

Overrides: Pawn.PlayWalking


PreSetMovement

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


SetEnemy

function bool SetEnemy (Pawn NewEnemy)

Overrides: ScriptedPawn.SetEnemy


SetMovementPhysics

function SetMovementPhysics ()

Overrides: ScriptedPawn.SetMovementPhysics


SmackTarget

function SmackTarget ()


TweenToFalling

function TweenToFalling ()

Overrides: Pawn.TweenToFalling


TweenToFighter

function TweenToFighter (float tweentime)

Overrides: Pawn.TweenToFighter


TweenToPatrolStop

function TweenToPatrolStop (float tweentime)

Overrides: Pawn.TweenToPatrolStop


TweenToRunning

function TweenToRunning (float tweentime)

Overrides: Pawn.TweenToRunning


TweenToWaiting

function TweenToWaiting (float tweentime)

Overrides: Pawn.TweenToWaiting


TweenToWalking

function TweenToWalking (float tweentime)

Overrides: Pawn.TweenToWalking


WhatToDoNext

function WhatToDoNext (name LikelyState, name LikelyLabel)

Overrides: ScriptedPawn.WhatToDoNext


States

Acquisition

Attacking

Inherits from: ScriptedPawn.Attacking

Ignores: Bump, HearNoise, HitWall, SeePlayer

Attacking.ChooseAttackMode

function ChooseAttackMode ()

Overrides: ScriptedPawn.Attacking.ChooseAttackMode


StakeOut

Inherits from: ScriptedPawn.StakeOut

Ignores: EnemyNotVisible

StakeOut.TakeDamage

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

Overrides: ScriptedPawn.StakeOut.TakeDamage