I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:Pawn (UE2Runtime)
Contents
- 1 Properties
- 2 Functions
- 3 States
- 3.1 Dying
- 3.1.1 Dying.AnimEnd
- 3.1.2 Dying.BaseChange
- 3.1.3 Dying.BeginState
- 3.1.4 Dying.ChangeAnimation
- 3.1.5 Dying.FellOutOfWorld
- 3.1.6 Dying.Landed
- 3.1.7 Dying.StopPlayFiring
- 3.1.8 Dying.TakeDamage
- 3.1.9 Dying.Timer
- 3.1.10 Dying.Died
- 3.1.11 Dying.LandThump
- 3.1.12 Dying.LieStill
- 3.1.13 Dying.PlayFiring
- 3.1.14 Dying.PlayNextAnimation
- 3.1.15 Dying.PlayTakeHit
- 3.1.16 Dying.PlayWeaponSwitch
- 3.1.17 Dying.ReduceCylinder
- 3.1 Dying
- Package:
- Engine
- Direct subclasses:
- KVehicle, Vehicle, RTPawn, SVehicle, Scout
- This class in other games:
- RTNP, U1, UT, UT2003, U2XMP, U2, UT2004, UDK, UT3
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Pawn, the base class of all actors that can be controlled by players or AI.
Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.
This is a built-in Unreal class and it shouldn't be modified.
Properties
Property group 'AI'
AIScriptTag
Type: name
tag of AIScript which should be associated with this pawn
Alertness
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
bAdjacentZoneHearing
Type: bool
can hear any sound in adjacent zone (if close enough to hear)
bAroundCornerHearing
Type: bool
Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true)
bDontPossess
Type: bool
if true, Pawn won't be possessed at game start
bLOSHearing
Type: bool
Default value: True
bMuffledHearing
Type: bool
can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
bSameZoneHearing
Type: bool
can hear any sound in same zone (if close enough to hear)
HearingThreshold
Type: float
max distance at which a makenoise(1.0) loudness sound can be heard
Default value: 2800.0
PeripheralVision
Type: float
Cosine of limits of peripheral vision.
SightRadius
Type: float
Maximum seeing distance.
Default value: 5000.0
Property group 'AnimTweaks'
BlendChangeTime
Type: float
time to blend between movement animations
Default value: 0.25
Property group 'Pawn'
bCanCrouch
Type: bool
if true, this pawn is capable of crouching
SkillModifier
Type: float
skill modifier (same scale as game difficulty)
Internal variables
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bBlockActors | True | ||||||||
bBlockPlayers | True | ||||||||
bCanBeDamaged | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bDirectional | True | ||||||||
bDisturbFluidSurface | True | ||||||||
bNoRepMesh | True | ||||||||
bOwnerNoSee | True | ||||||||
bProjTarget | True | ||||||||
bRotateToDesired | True | ||||||||
bShouldBaseAtStartup | True | ||||||||
bStasis | True | ||||||||
bTravel | True | ||||||||
bUpdateSimulatedPosition | True | ||||||||
CollisionHeight | 78.0 | ||||||||
CollisionRadius | 34.0 | ||||||||
DrawType | DT_Mesh | ||||||||
NetPriority | 2.0 | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
||||||||
SoundRadius | 60.0 | ||||||||
SoundVolume | 255 | ||||||||
Texture | Texture'Engine.S_Pawn' |
Functions
Exec functions
NextItem
SwitchToLastWeapon
Native functions
ForceCrouch
ReachedDestination
Events
See Pawn events.
Other instance functions
States
Dying
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
Dying.AnimEnd
Overrides: AnimEnd (global)
Dying.BaseChange
Overrides: BaseChange (global)
Dying.BeginState
Overrides: Object.BeginState (global)
Dying.ChangeAnimation
Overrides: ChangeAnimation (global)
Dying.FellOutOfWorld
Overrides: FellOutOfWorld (global)
Dying.Landed
Overrides: Landed (global)
Dying.StopPlayFiring
Overrides: StopPlayFiring (global)
Dying.TakeDamage
Overrides: TakeDamage (global)
Dying.Timer
Overrides: Actor.Timer (global)
Dying.Died
Overrides: Died (global)
Dying.LandThump
Dying.LieStill
Dying.PlayFiring
Overrides: PlayFiring (global)
Dying.PlayNextAnimation
Dying.PlayTakeHit
Overrides: PlayTakeHit (global)
Dying.PlayWeaponSwitch
Overrides: PlayWeaponSwitch (global)