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

Property group 'Warlord'

bTeleportWhenHurt

Type: bool


StrikeDamage

Type: byte


Default value: 40

Internal variables

LastDuckTime

Type: float


Default values

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

Events

Falling

singular event Falling ()

Overrides: ScriptedPawn.Falling


Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


Other instance functions

CanFireAtEnemy

function bool CanFireAtEnemy ()

Overrides: ScriptedPawn.CanFireAtEnemy


Died

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

Overrides: Pawn.Died


Flap

function Flap ()


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


PlayMovingAttack

function PlayMovingAttack ()

Overrides: Pawn.PlayMovingAttack


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


SetMovementPhysics

function SetMovementPhysics ()

Overrides: ScriptedPawn.SetMovementPhysics


Step

function Step ()


TryToDuck

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: ScriptedPawn.TryToDuck


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


States

Charging

Charging.BeginState

event BeginState ()

Overrides: ScriptedPawn.Charging.BeginState


Charging.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: ScriptedPawn.Charging.HitWall


Mutilating

Mutilating.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Mutilating.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Mutilating.Bump

event Bump (Actor Other)

Overrides: ScriptedPawn.Bump (global)


Mutilating.Landed

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Mutilating.TakeDamage

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

Overrides: Pawn.TakeDamage (global)


Mutilating.EnemyAcquired

function EnemyAcquired ()

Overrides: ScriptedPawn.EnemyAcquired (global)


TacticalMove

TacticalMove.BeginState

event BeginState ()

Overrides: ScriptedPawn.TacticalMove.BeginState


TacticalMove.HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: ScriptedPawn.TacticalMove.HitWall


Teleporting

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

Teleporting.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Teleporting.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)