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:

null

Properties

AmmunitionClass

Type: class<Ammunition>


bAlwaysStrafe

Type: bool


bBoss

Type: bool


bCanDodge

Type: bool


Default value: True

bMeleeFighter

Type: bool


Default value: True

bShotAnim

Type: bool


bTryToWalk

Type: bool


bVictoryNext

Type: bool


ChallengeSound

Type: Sound

Array size: 4


DeathSound

Type: Sound

Array size: 4


DodgeSkillAdjust

Type: float


FireSound

Type: Sound


HitSound

Type: Sound

Array size: 4


MyAmmo

Type: Ammunition


ScoringValue

Type: int


Default value: 1

Default values

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

Events

AnimEnd

simulated event AnimEnd (int Channel)

Overrides: xPawn.AnimEnd


Destroyed

event Destroyed ()

Overrides: xPawn.Destroyed


PlayDying

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

Overrides: xPawn.PlayDying


PostBeginPlay

event PostBeginPlay ()

Overrides: xPawn.PostBeginPlay


SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: xPawn.SetAnimAction


Other instance functions

AssignInitialPose

simulated function AssignInitialPose ()

Overrides: xPawn.AssignInitialPose


CanAttack

function bool CanAttack (Actor A)


CreateGib

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


Fire

function Fire (optional float F)

Overrides: Pawn.Fire


FireProjectile

function FireProjectile ()


GetDamageRadius

function float GetDamageRadius ()


GetFireStart

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


HasRangedAttack

function bool HasRangedAttack ()


IsPlayerPawn

function bool IsPlayerPawn ()

Overrides: Pawn.IsPlayerPawn


LandThump

function LandThump ()


MeleeDamageTarget

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


PlayChallengeSound

function PlayChallengeSound ()


PlayDyingSound

function PlayDyingSound ()

Overrides: xPawn.PlayDyingSound


PlayTakeHit

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

Overrides: xPawn.PlayTakeHit


PlayVictory

function PlayVictory ()


PlayVictoryAnimation

function PlayVictoryAnimation ()

Overrides: xPawn.PlayVictoryAnimation


PreferMelee

function bool PreferMelee ()


ProcessHitFX

simulated function ProcessHitFX ()

Overrides: xPawn.ProcessHitFX


RangedAttack

function RangedAttack (Actor A)


RangedAttackTime

function float RangedAttackTime ()


RecommendSplashDamage

function bool RecommendSplashDamage ()


SameSpeciesAs

function bool SameSpeciesAs (Pawn P)


SetMovementPhysics

function SetMovementPhysics ()

Overrides: UnrealPawn.SetMovementPhysics


SpawnGiblet

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

Overrides: xPawn.SpawnGiblet


SplashDamage

function bool SplashDamage ()


StartDeRes

simulated function StartDeRes ()

Overrides: xPawn.StartDeRes


StopFiring

function StopFiring ()

Overrides: xPawn.StopFiring


States

Dying

Inherits from: xPawn.Dying

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

Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: UnrealPawn.Dying.Landed


Dying.Timer

simulated event Timer ()

Overrides: xPawn.Dying.Timer