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UE2:U2Pawn (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn

Contents

Package: 
U2
Known classes within U2Pawn:
AnimationControllerBase
Direct subclasses:
StationaryPawn, U2PawnBase
This class in other games:
U2

U2Pawn.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 3/12/03 12:52p $ $Revision: 219 $ Interface class for U2 Pawns.

Constants[edit]

MaxTossedItems[edit]

Value: 12


DyingPlacedState[edit]

Value: 'DyingPlaced'


MissionFailedState[edit]

Value: 'MissionFailed'


CleanupCarcassTimerName[edit]

Value: 'CleanupCarcassTimer'


TexExternalPathError[edit]

Value: Texture'JLSSBlue'


TexInternalPathError[edit]

Value: Texture'JLSSGreen'


TexMinZError[edit]

Value: Texture'JLSSCyan'


TexMoveError[edit]

Value: Texture'JLSSMagenta'


TexScriptLoadError[edit]

Value: Texture'JLSSWhite'


TexScriptRunError[edit]

Value: Texture'JLSSRed'


TexOtherError[edit]

Value: Texture'JLSSYellow'


TexDormant[edit]

Value: Texture'JLSSGrey'


MaxWalkingAnims[edit]

Value: 8


MaxCollectMomentumTime[edit]

Value: 0.25


Properties[edit]

Property group 'AI'[edit]

bCanPanic[edit]

Type: bool


Default value: True

bFrozen[edit]

Type: bool

set to true to have NPC frozen on startup (can't move/shoot/turn)

bInfiniteAmmo[edit]

Type: bool

if true NPC never runs out of ammo (all non-bots?)

Default value: True

bReloadsEnabled[edit]

Type: bool

if false NPC never reloads weapon

Default value: True

bSentient[edit]

Type: bool


bStationary[edit]

Type: bool

set to true to have NPC stationary on startup (can't move but can shoot/turn)

CommandFileName[edit]

Type: string

file to use with event controller if given/applicable

CommandStartLabel[edit]

Type: string

optional label to start at instead of top of script

DeadBuoyancy[edit]

Type: float

how much buoyancy NPC should have when dead (default = 0 ==> sinks like pig iron)

Property group 'Pawn'[edit]

AnimationControllerClass[edit]

Type: class<AnimationControllerInterf>

type of animation controller class to instantiate

Default value: Class'U2.AnimationControllerBase'

AssetsHelperClass[edit]

Type: class<AssetsHelperGeneric>

assets (sounds, effects) class

Default value: Class'U2.AssetsHelperGeneric'

bQuickCarcassCleanup[edit]

Type: bool

if true, carcass will be cleaned up quickly, otherwise see TimeBeforeCarcassDestroyed

Default value: True

bUsesFlavorText[edit]

Type: bool

set to true for NPCs with recognizable dialog (vocals)

CarcassPrePivotZ[edit]

Type: float

extra PrePivot Z amount for shared animation situations

DamageFilterClass[edit]

Type: class<DamageFilter>


Default value: Class'U2.DamageFilterDefault'

DefaultInventory[edit]

Type: array<string>


DefaultWeapon[edit]

Type: string


Description[edit]

Type: string

Modifiers: localized

for displaying text different from the speaker string

GibSetClass[edit]

Type: class<GibSet>

class for gliblety bits

Default value: Class'U2.GibSetGeneric'

LoopDeathAnimRate[edit]

Type: float


LowGoreMesh[edit]

Type: Mesh


LowGoreMeshGoreLevel[edit]

Type: byte


MinTimeBetweenHitSounds[edit]

Type: float

don't play hit sounds any closer together than this

Default value: 0.5

TimeBeforeCarcassDestroyed[edit]

Type: float

only used if bQuickCarcassCleanup=false, set to 0.0 for carcass to be permanent

Default value: 30.0

TossedItems[edit]

Type: string

Array size: MaxTossedItems

things that are spawned and tossed by the Pawn upon death

VoiceListClass[edit]

Type: class<VoiceList>

default class of voice package list

VoiceListTag[edit]

Type: name

tag of placed voice package list

VoicePackage[edit]

Type: string

pawn-specific voice package

Property group 'Sound'[edit]

SoundSlotTimerListTag[edit]

Type: name

tag of the sound slot timer list placed in the level

Internal variables[edit]

See U2Pawn internal variables.

Default values[edit]

Property Value
AmbientGlow 17
bAutoEnableAgent True
bCanSwim True
bCanWalk True
bDisturbFluidSurface True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
bStasis False
ControllerClass None
GibForSureHealth -250.0
GibMaybeHealth -100.0
GibMaybeOdds 0.5
LightBrightness 70
LightHue 40
LightRadius 6
LightSaturation 128
Physics PHYS_Falling
SoundRadius 100.0
TransientSoundRadius 1500.0

Enums[edit]

EErrorType[edit]

ET_ExternalPath 
ET_InternalPath 
ET_MinZ 
ET_Move 
ET_ScriptLoad 
ET_ScriptRun 
ET_Other 

Structs[edit]

MomentumTransferT[edit]

float MomentumTransfer 
float Time 
int NumHits 
mdf-tbr: debug

SCurrentStatus[edit]

int<0,3> NumFires 
set in U2PlayerController.Fire
int<0,3> NumAltFires 
set in U2PlayerController.AltFire
bool bFiring 
set in U2PlayerNetTestController.ServerMoveEx
bool bAltFiring 
int<0,65535,32> Yaw 
set in U2PlayerNetTestController.ServerMoveEx
int<0,65535,64> Pitch 
set in U2PlayerNetTestController.ServerMoveEx

SInitialAgentInput[edit]

name InputName 
name InputValue 

WalkingAnimInfoT[edit]

float MinSpeed 
AnimationControllerInterf.EWalkingAnimType WalkingAnimType 

Functions[edit]

Static functions[edit]

IsPanicDamageType[edit]

static function bool IsPanicDamageType (class<DamageTypeDamageType)


Exec functions[edit]

Gesture[edit]

exec function Gesture (name Sequence, optional float Rate)


PlayTaunt[edit]

exec function PlayTaunt ()


Taunt[edit]

exec function Taunt (name Sequence)


TestMissionFailed[edit]

exec function TestMissionFailed (name ViewTargetTag)


Events[edit]

BreathTimer[edit]

event BreathTimer ()

Overrides: Pawn.BreathTimer


Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


DialogBegin[edit]

event DialogBegin (Actor Other)

Overrides: Actor.DialogBegin


DialogEnd[edit]

event DialogEnd ()

Overrides: Actor.DialogEnd


FellOutOfWorld[edit]

event FellOutOfWorld ()

Overrides: Pawn.FellOutOfWorld


KImpact[edit]

event KImpact (Actor other, Object.Vector pos, Object.Vector impactVel, Object.Vector impactNorm)

Overrides: Actor.KImpact


LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: LicenseePawn.LandedEx


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: LicenseePawn.PreBeginPlay


Replication[edit]

event Replication ()

Overrides: Pawn.Replication


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


TravelPreAccept[edit]

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions[edit]

See U2Pawn instance functions.

States[edit]

@DyingPlacedState[edit]

Extends: @DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@DyingPlacedState.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Pawn.@DyingState.AnimEnd


@DyingPlacedState.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.@DyingState.BaseChange


@DyingPlacedState.BeginState[edit]

event BeginState ()

Overrides: @DyingState.BeginState


@DyingPlacedState.LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: @DyingState.LandedEx


@DyingPlacedState.SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState (global)


@DyingPlacedState.Timer[edit]

event Timer ()

Overrides: @DyingState.Timer


@DyingPlacedState.DropEnergy[edit]

function DropEnergy ()

Overrides: DropEnergy (global)


@DyingPlacedState.LandThump[edit]

function LandThump ()

Overrides: @DyingState.LandThump


@DyingPlacedState.LieStill[edit]

function LieStill ()

Overrides: @DyingState.LieStill


@DyingState[edit]

Inherits from: Pawn.@DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@DyingState.BeginState[edit]

event BeginState ()

Overrides: Pawn.@DyingState.BeginState


@DyingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DyingState.LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


@DyingState.Tick[edit]

event Tick (float DeltaSeconds)

Overrides: Tick (global)


@DyingState.Timer[edit]

event Timer ()

Overrides: Pawn.@DyingState.Timer


@DyingState.ChunkUp[edit]

function ChunkUp ()

Overrides: ChunkUp (global)


@DyingState.CleanupCarcass[edit]

function CleanupCarcass ()


@DyingState.CleanupCarcassTimer[edit]

function CleanupCarcassTimer ()


@DyingState.CleanupShadows[edit]

function CleanupShadows ()


@DyingState.HandleCarcassCleanup[edit]

function HandleCarcassCleanup ()


@DyingState.LandThump[edit]

function LandThump ()

Overrides: Pawn.@DyingState.LandThump


@DyingState.LieStill[edit]

function LieStill ()

Overrides: Pawn.@DyingState.LieStill


@DyingState.NotifyRagdollCollisionChange[edit]

function NotifyRagdollCollisionChange ()

Overrides: NotifyRagdollCollisionChange (global)


@DyingState.NotifyRagdollDeathEnded[edit]

function NotifyRagdollDeathEnded ()

Overrides: NotifyRagdollDeathEnded (global)


@DyingState.ReduceCylinder[edit]

function ReduceCylinder ()

Overrides: Pawn.@DyingState.ReduceCylinder


@DyingState.Trigger[edit]

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Pawn.Trigger (global)


@MissionFailedState[edit]

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@MissionFailedState.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


@MissionFailedState.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


@MissionFailedState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@MissionFailedState.LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


@MissionFailedState.Died[edit]

function Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation, Object.Vector Momentum)

Overrides: Died (global)


@MissionFailedState.LandThump[edit]

function LandThump ()


@MissionFailedState.LieStill[edit]

function LieStill ()


@MissionFailedState.PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: Pawn.PlayTakeHit (global)


@MissionFailedState.PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)


@MissionFailedState.TakeDamage[edit]

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: TakeDamage (global)