Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE1:Warlord (RTNP)

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RTNP Object >> Actor >> Pawn >> ScriptedPawn >> Warlord
Package: 
UnrealI
This class in other games:
U1, UT, UT2003, UT2004

Warlord.

Properties[edit]

Property group 'Warlord'[edit]

bTeleportWhenHurt[edit]

Type: bool


StrikeDamage[edit]

Type: byte


Default value: 40

Internal variables[edit]

LastDuckTime[edit]

Type: float


Default values[edit]

Property Value
AccelRate 1500.0
Acquire Sound'UnrealI.WarLord.acquire1WL'
Aggressiveness 0.5
AirSpeed 440.0
bCanStrafe True
bHasRangedAttack True
bIsBoss True
bMovingRangedAttack True
CarcassType Class'UnrealI.WarlordCarcass'
CollisionHeight 78.0
CollisionRadius 52.0
CombatStyle 0.5
Die Sound'UnrealI.WarLord.DeathCry1WL'
DrawType DT_Mesh
Fear Sound'UnrealI.WarLord.threat1WL'
GroundSpeed 440.0
Health 1100
HitSound1 Sound'UnrealI.WarLord.injur1WL'
HitSound2 Sound'UnrealI.WarLord.injur2WL'
Intelligence BRAINS_HUMAN
Mass 1000.0
MeleeRange 70.0
Mesh LodMesh'UnrealI.WarlordM'
NameArticle " the "
RangedProjectile Class'UnrealI.WarlordRocket'
ReducedDamageType 'exploded'
ReFireRate 0.7
Roam Sound'UnrealI.WarLord.roam1WL'
SightRadius 3000.0
Threaten Sound'UnrealI.WarLord.threat1WL'
TransientSoundVolume 12.0
WalkingSpeed 0.25

Functions[edit]

Events[edit]

Falling[edit]

singular event Falling ()

Overrides: ScriptedPawn.Falling


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


Other instance functions[edit]

CanFireAtEnemy[edit]

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


Died[edit]

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

Overrides: Pawn.Died


Flap[edit]

function Flap ()


PlayChallenge[edit]

function PlayChallenge ()

Overrides: ScriptedPawn.PlayChallenge


PlayDying[edit]

function PlayDying (name DamageType, Object.Vector HitLocation)

Overrides: Pawn.PlayDying


PlayInAir[edit]

function PlayInAir ()

Overrides: Pawn.PlayInAir


PlayLanded[edit]

function PlayLanded (float impactVel)

Overrides: Pawn.PlayLanded


PlayMeleeAttack[edit]

function PlayMeleeAttack ()

Overrides: ScriptedPawn.PlayMeleeAttack


PlayMovingAttack[edit]

function PlayMovingAttack ()

Overrides: Pawn.PlayMovingAttack


PlayPatrolStop[edit]

function PlayPatrolStop ()

Overrides: Pawn.PlayPatrolStop


PlayRangedAttack[edit]

function PlayRangedAttack ()

Overrides: ScriptedPawn.PlayRangedAttack


PlayRunning[edit]

function PlayRunning ()

Overrides: Pawn.PlayRunning


PlayTakeHit[edit]

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

Overrides: Pawn.PlayTakeHit


PlayThreatening[edit]

function PlayThreatening ()

Overrides: Pawn.PlayThreatening


PlayTurning[edit]

function PlayTurning ()

Overrides: Pawn.PlayTurning


PlayVictoryDance[edit]

function PlayVictoryDance ()

Overrides: Pawn.PlayVictoryDance


PlayWaiting[edit]

function PlayWaiting ()

Overrides: Pawn.PlayWaiting


PlayWaitingAmbush[edit]

function PlayWaitingAmbush ()

Overrides: Pawn.PlayWaitingAmbush


PlayWalking[edit]

function PlayWalking ()

Overrides: Pawn.PlayWalking


PreSetMovement[edit]

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


SetMovementPhysics[edit]

function SetMovementPhysics ()

Overrides: ScriptedPawn.SetMovementPhysics


Step[edit]

function Step ()


TryToDuck[edit]

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


TweenToFalling[edit]

function TweenToFalling ()

Overrides: Pawn.TweenToFalling


TweenToFighter[edit]

function TweenToFighter (float tweentime)

Overrides: Pawn.TweenToFighter


TweenToPatrolStop[edit]

function TweenToPatrolStop (float tweentime)

Overrides: Pawn.TweenToPatrolStop


TweenToRunning[edit]

function TweenToRunning (float tweentime)

Overrides: Pawn.TweenToRunning


TweenToWaiting[edit]

function TweenToWaiting (float tweentime)

Overrides: Pawn.TweenToWaiting


TweenToWalking[edit]

function TweenToWalking (float tweentime)

Overrides: Pawn.TweenToWalking


States[edit]

Charging[edit]

Charging.BeginState[edit]

event BeginState ()

Overrides: ScriptedPawn.Charging.BeginState


Charging.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: ScriptedPawn.Charging.HitWall


Mutilating[edit]

Mutilating.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Mutilating.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Mutilating.Bump[edit]

event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


Mutilating.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Mutilating.TakeDamage[edit]

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

Overrides: Pawn.TakeDamage (global)


Mutilating.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: ScriptedPawn.EnemyAcquired (global)


TacticalMove[edit]

TacticalMove.BeginState[edit]

event BeginState ()

Overrides: ScriptedPawn.TacticalMove.BeginState


TacticalMove.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: ScriptedPawn.TacticalMove.HitWall


Teleporting[edit]

Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange

Teleporting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Teleporting.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)