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UE2:Monster (UT2003)

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UT2003 Object >> Actor >> Pawn >> UnrealPawn >> xPawn >> Monster
Package: 
SkaarjPack
Direct subclasses:
Brute, GasBag, Krall, Manta, RazorFly, SkaarjPupae, Skaarj, Warlord
This class in other games:
UT2004

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Properties[edit]

AmmunitionClass[edit]

Type: class<Ammunition>


bAlwaysStrafe[edit]

Type: bool


bBoss[edit]

Type: bool


bCanDodge[edit]

Type: bool


Default value: True

bMeleeFighter[edit]

Type: bool


Default value: True

bShotAnim[edit]

Type: bool


bTryToWalk[edit]

Type: bool


bVictoryNext[edit]

Type: bool


ChallengeSound[edit]

Type: Sound

Array size: 4


DeathSound[edit]

Type: Sound

Array size: 4


DodgeSkillAdjust[edit]

Type: float


FireSound[edit]

Type: Sound


HitSound[edit]

Type: Sound

Array size: 4


MyAmmo[edit]

Type: Ammunition


ScoringValue[edit]

Type: int


Default value: 1

Default values[edit]

Property Value
AirAnims[0] 'Jump'
AirAnims[1] 'Jump'
AirAnims[2] 'Jump'
AirAnims[3] 'Jump'
AirStillAnim 'Jump'
AmbientGlow 60
bCanCrouch False
bCanPickupInventory False
ControllerClass Class'SkaarjPack.MonsterController'
CrouchAnims[0] 'Crouch'
CrouchAnims[1] 'Crouch'
CrouchAnims[2] 'Crouch'
CrouchAnims[3] 'Crouch'
CrouchTurnLeftAnim 'Crouch'
CrouchTurnRightAnim 'Crouch'
DodgeAnims[0] 'Jump'
DodgeAnims[1] 'Jump'
DodgeAnims[2] 'Jump'
DodgeAnims[3] 'Jump'
DoubleJumpAnims[0] 'Jump'
DoubleJumpAnims[1] 'Jump'
DoubleJumpAnims[2] 'Jump'
DoubleJumpAnims[3] 'Jump'
IdleHeavyAnim 'Idle_Rest'
IdleRifleAnim 'Idle_Rest'
IdleWeaponAnim 'Idle_Rest'
LandAnims[0] 'Land'
LandAnims[1] 'Land'
LandAnims[2] 'Land'
LandAnims[3] 'Land'
MeleeRange 90.0
TakeoffAnims[0] 'Jump'
TakeoffAnims[1] 'Jump'
TakeoffAnims[2] 'Jump'
TakeoffAnims[3] 'Jump'
TakeoffStillAnim 'Jump'
TransientSoundRadius 500.0
TransientSoundVolume 0.6
TurnLeftAnim 'Turn'
TurnRightAnim 'Turn'
WalkingPct 0.3

Functions[edit]

Events[edit]

AnimEnd[edit]

simulated event AnimEnd (int Channel)

Overrides: xPawn.AnimEnd


Destroyed[edit]

event Destroyed ()

Overrides: xPawn.Destroyed


PlayDying[edit]

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: xPawn.PlayDying


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: xPawn.PostBeginPlay


SetAnimAction[edit]

simulated event SetAnimAction (name NewAction)

Overrides: xPawn.SetAnimAction


Other instance functions[edit]

AssignInitialPose[edit]

simulated function AssignInitialPose ()

Overrides: xPawn.AssignInitialPose


CanAttack[edit]

function bool CanAttack (Actor A)


CreateGib[edit]

function CreateGib (name boneName, class<DamageTypeDamageType, Object.Rotator r)


Fire[edit]

function Fire (optional float F)

Overrides: Pawn.Fire


FireProjectile[edit]

function FireProjectile ()


GetDamageRadius[edit]

function float GetDamageRadius ()


GetFireStart[edit]

function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)


HasRangedAttack[edit]

function bool HasRangedAttack ()


IsPlayerPawn[edit]

function bool IsPlayerPawn ()

Overrides: Pawn.IsPlayerPawn


LandThump[edit]

function LandThump ()


MeleeDamageTarget[edit]

function bool MeleeDamageTarget (int hitdamage, Object.Vector pushdir)


PlayChallengeSound[edit]

function PlayChallengeSound ()


PlayDyingSound[edit]

function PlayDyingSound ()

Overrides: xPawn.PlayDyingSound


PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLocation, int Damage, class<DamageTypeDamageType)

Overrides: xPawn.PlayTakeHit


PlayVictory[edit]

function PlayVictory ()


PlayVictoryAnimation[edit]

function PlayVictoryAnimation ()

Overrides: xPawn.PlayVictoryAnimation


PreferMelee[edit]

function bool PreferMelee ()


ProcessHitFX[edit]

simulated function ProcessHitFX ()

Overrides: xPawn.ProcessHitFX


RangedAttack[edit]

function RangedAttack (Actor A)


RangedAttackTime[edit]

function float RangedAttackTime ()


RecommendSplashDamage[edit]

function bool RecommendSplashDamage ()


SameSpeciesAs[edit]

function bool SameSpeciesAs (Pawn P)


SetMovementPhysics[edit]

function SetMovementPhysics ()

Overrides: UnrealPawn.SetMovementPhysics


SpawnGiblet[edit]

simulated function SpawnGiblet (class<GibGibClass, Object.Vector Location, Object.Rotator Rotation, float GibPerterbation)

Overrides: xPawn.SpawnGiblet


SplashDamage[edit]

function bool SplashDamage ()


StartDeRes[edit]

simulated function StartDeRes ()

Overrides: xPawn.StartDeRes


StopFiring[edit]

function StopFiring ()

Overrides: xPawn.StopFiring


States[edit]

Dying[edit]

Inherits from: xPawn.Dying

Ignores: Dying.AnimEnd, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: UnrealPawn.Dying.Landed


Dying.Timer[edit]

simulated event Timer ()

Overrides: xPawn.Dying.Timer