Gah - a solution with more questions. – EntropicLqd
UE2:Pawn internal variables (UT2004)
Contents
- 1 Internal variables
- 1.1 AccelRate
- 1.2 AirAnims
- 1.3 AirControl
- 1.4 AirSpeed
- 1.5 AirStillAnim
- 1.6 AmbientSoundScaling
- 1.7 Anchor
- 1.8 AnimAction
- 1.9 AppliedBob
- 1.10 AvgPhysicsTime
- 1.11 BackwardStrafeBias
- 1.12 bAmbientCreature
- 1.13 BaseEyeHeight
- 1.14 bAutoActivate
- 1.15 bAutoFire
- 1.16 bAvoidLedges
- 1.17 bCachedRelevant
- 1.18 bCanBeBaseForPawns
- 1.19 bCanClimbLadders
- 1.20 bCanDoubleJump
- 1.21 bCanFly
- 1.22 bCanJump
- 1.23 bCanPickupInventory
- 1.24 bCanStrafe
- 1.25 bCanSwim
- 1.26 bCanUse
- 1.27 bCanWalk
- 1.28 bCanWalkOffLedges
- 1.29 bCanWallDodge
- 1.30 bClientCollision
- 1.31 bCountJumps
- 1.32 bCrawler
- 1.33 bDirectHitWall
- 1.34 bDoTorsoTwist
- 1.35 bDrawCorona
- 1.36 bFlyingKarma
- 1.37 bHideRegularHUD
- 1.38 bIgnoreForces
- 1.39 bIgnorePlayFiring
- 1.40 bInitializeAnimation
- 1.41 bInvulnerableBody
- 1.42 bIsCrouched
- 1.43 bIsFemale
- 1.44 bIsIdle
- 1.45 bIsTyping
- 1.46 bIsWalking
- 1.47 bJumpCapable
- 1.48 bJustLanded
- 1.49 bLandRecovery
- 1.50 BloodEffect
- 1.51 bNoCoronas
- 1.52 bNoJumpAdjust
- 1.53 bNoTeamBeacon
- 1.54 bNoVelocityUpdate
- 1.55 bNoWeaponFiring
- 1.56 Bob
- 1.57 bobtime
- 1.58 bPhysicsAnimUpdate
- 1.59 bPlayedDeath
- 1.60 BreathTime
- 1.61 bReducedSpeed
- 1.62 bReverseRun
- 1.63 bRollToDesired
- 1.64 bScriptPostRender
- 1.65 bServerMoveSetPawnRot
- 1.66 bSetPCRotOnPossess
- 1.67 bSimGravityDisabled
- 1.68 bSimulateGravity
- 1.69 bSpecialCalcView
- 1.70 bSpecialCrosshair
- 1.71 bSpecialHUD
- 1.72 bStationary
- 1.73 bSteadyFiring
- 1.74 bStopAtLedges
- 1.75 bSuperSize
- 1.76 bThumped
- 1.77 bTryToUncrouch
- 1.78 bUpAndOut
- 1.79 bUpdateEyeheight
- 1.80 bUpdatingDisplay
- 1.81 bUseCompressedPosition
- 1.82 bWaitForAnim
- 1.83 bWantsToCrouch
- 1.84 bWarping
- 1.85 bWasCrouched
- 1.86 bWasOnGround
- 1.87 bWasWalking
- 1.88 bWaterStepup
- 1.89 bWeaponBob
- 1.90 ConstantAcceleration
- 1.91 Controller
- 1.92 ControllerClass
- 1.93 CrouchAnims
- 1.94 CrouchedPct
- 1.95 CrouchHeight
- 1.96 CrouchRadius
- 1.97 CrouchTurnLeftAnim
- 1.98 CrouchTurnRightAnim
- 1.99 DamageScaling
- 1.100 DelayedDamageInstigatorController
- 1.101 DesiredSpeed
- 1.102 DestinationOffset
- 1.103 DodgeAnims
- 1.104 DodgeSpeedFactor
- 1.105 DodgeSpeedZ
- 1.106 DoubleJumpAnims
- 1.107 DrivenVehicle
- 1.108 EyeHeight
- 1.109 FindAnchorFailedTime
- 1.110 FlashCount
- 1.111 Floor
- 1.112 FootRot
- 1.113 FootStill
- 1.114 FootTurning
- 1.115 ForwardStrafeBias
- 1.116 GroundSpeed
- 1.117 HeadBone
- 1.118 HeadHeight
- 1.119 HeadRadius
- 1.120 HeadScale
- 1.121 HeadVolume
- 1.122 Health
- 1.123 HealthMax
- 1.124 HitDamageType
- 1.125 HitFxTicker
- 1.126 IdleChatAnim
- 1.127 IdleCrouchAnim
- 1.128 IdleRestAnim
- 1.129 IdleSwimAnim
- 1.130 IdleTime
- 1.131 IdleWeaponAnim
- 1.132 ImpactVelocity
- 1.133 JumpZ
- 1.134 LadderSpeed
- 1.135 LandAnims
- 1.136 LandBob
- 1.137 LandMovementState
- 1.138 LastAnchor
- 1.139 LastHitBy
- 1.140 LastLocTime
- 1.141 LastPainSound
- 1.142 LastPainTime
- 1.143 LastRealViewer
- 1.144 LastStartSpot
- 1.145 LastStartTime
- 1.146 LastValidAnchorTime
- 1.147 LastViewer
- 1.148 LowGoreBlood
- 1.149 MaxDesiredSpeed
- 1.150 MaxFallSpeed
- 1.151 MaxRotation
- 1.152 MeleeRange
- 1.153 MenuName
- 1.154 MinFlySpeed
- 1.155 MovementAnims
- 1.156 MovementBlendStartTime
- 1.157 NavigationPointRange
- 1.158 NetRelevancyTime
- 1.159 NextPathRadius
- 1.160 noise1loudness
- 1.161 noise1other
- 1.162 noise1spot
- 1.163 noise1time
- 1.164 noise2loudness
- 1.165 noise2other
- 1.166 noise2spot
- 1.167 noise2time
- 1.168 OldAcceleration
- 1.169 OldAnimDir
- 1.170 OldPhysics
- 1.171 OldRotYaw
- 1.172 OldVelocity
- 1.173 OldZ
- 1.174 OnLadder
- 1.175 OwnerName
- 1.176 PawnPosition
- 1.177 PendingWeapon
- 1.178 PlayerReplicationInfo
- 1.179 ReducedDamageType
- 1.180 RootBone
- 1.181 SelectedItem
- 1.182 SerpentineDir
- 1.183 SerpentineDist
- 1.184 SerpentineTime
- 1.185 Shadow
- 1.186 SmoothViewPitch
- 1.187 SmoothViewYaw
- 1.188 SoundDampening
- 1.189 SpawnTime
- 1.190 SpineBone1
- 1.191 SpineBone2
- 1.192 SplashTime
- 1.193 SuperHealthMax
- 1.194 SwimAnims
- 1.195 TakeHitLocation
- 1.196 TakeoffAnims
- 1.197 TakeoffStillAnim
- 1.198 TauntAnimNames
- 1.199 TauntAnims
- 1.200 TearOffMomentum
- 1.201 TurnDir
- 1.202 TurnLeftAnim
- 1.203 TurnRightAnim
- 1.204 UncrouchTime
- 1.205 UnderWaterTime
- 1.206 ViewPitch
- 1.207 Visibility
- 1.208 WalkAnims
- 1.209 WalkBob
- 1.210 WalkingPct
- 1.211 WaterMovementState
- 1.212 WaterSpeed
- 1.213 Weapon
- Pawn internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
- Other member categories for this class:
- events, instance functions
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Internal variables
AccelRate
Type: float
max acceleration rate
Default value: 2048.0
AirAnims
Type: name
Array size: 4
AirControl
Type: float
amount of AirControl available to the pawn
Default value: 0.05
AirSpeed
Type: float
The maximum flying speed.
Default value: 440.0
AirStillAnim
Type: name
AmbientSoundScaling
Type: float
Modifiers: globalconfig
Default value: 0.8
Anchor
Type: NavigationPoint
current nearest path;
AnimAction
Type: name
AppliedBob
Type: float
AvgPhysicsTime
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
BackwardStrafeBias
Type: float
bias of strafe blending in backward direction
bAmbientCreature
Type: bool
AIs will ignore me
BaseEyeHeight
Type: float
Base eye height above collision center.
Default value: 64.0
bAutoActivate
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
Default value: True
bAutoFire
Type: bool
used for third person weapon anims/effects
bAvoidLedges
Type: bool
don't get too close to ledges
bCachedRelevant
Type: bool
network relevancy caching flag
bCanBeBaseForPawns
Type: bool
all your 'base', are belong to us
bCanClimbLadders
Type: bool
bCanDoubleJump
Type: bool
Default value: True
bCanFly
Type: bool
bCanJump
Type: bool
movement capabilities - used by AI
Default value: True
bCanPickupInventory
Type: bool
if true, will pickup inventory when touching pickup actors
bCanStrafe
Type: bool
bCanSwim
Type: bool
bCanUse
Type: bool
can this pawn Use things?
Default value: True
bCanWalk
Type: bool
Default value: True
bCanWalkOffLedges
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
bCanWallDodge
Type: bool
bClientCollision
Type: bool
used on clients when temporarily turning off collision
bCountJumps
Type: bool
if true, inventory wants message whenever this pawn jumps
bCrawler
Type: bool
crawling - pitch and roll based on surface pawn is on
bDirectHitWall
Type: bool
always call pawn hitwall directly (no controller notifyhitwall)
bDoTorsoTwist
Type: bool
bDrawCorona
Type: bool
bFlyingKarma
Type: bool
Tells AI that this vehicle can be flown like PHYS_Flying even though it has karma physics
bHideRegularHUD
Type: bool
bIgnoreForces
Type: bool
if true, not affected by external forces
bIgnorePlayFiring
Type: bool
if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)
bInitializeAnimation
Type: bool
bInvulnerableBody
Type: bool
bIsCrouched
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
bIsFemale
Type: bool
bIsIdle
Type: bool
true when standing still on the ground, Physics can be used for determining other states
bIsTyping
Type: bool
play typing anim if idle
bIsWalking
Type: bool
currently walking (can't jump, affects animations)
bJumpCapable
Type: bool
Default value: True
bJustLanded
Type: bool
used by eyeheight adjustment
bLandRecovery
Type: bool
used by eyeheight adjustment
BloodEffect
bNoCoronas
Type: bool
Modifiers: globalconfig
Default value: True
bNoJumpAdjust
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNoTeamBeacon
Type: bool
never display team beacon for this pawn
bNoVelocityUpdate
Type: bool
Modifiers: const
used by C++ physics
bNoWeaponFiring
Type: bool
Bob
Type: float
Modifiers: globalconfig
Default value: 0.0060
bobtime
Type: float
bPhysicsAnimUpdate
Type: bool
bPlayedDeath
Type: bool
BreathTime
Type: float
used for getting BreathTimer() messages (for no air, etc.)
bReducedSpeed
Type: bool
Modifiers: const
used by movement natives
bReverseRun
Type: bool
Modifiers: const
bRollToDesired
Type: bool
Update roll when turning to desired rotation (normally false)
bScriptPostRender
Type: bool
if true, PostRender2D() gets called instead of native team beacon drawing code
bServerMoveSetPawnRot
Type: bool
Default value: True
bSetPCRotOnPossess
Type: bool
Default value: True
bSimGravityDisabled
Type: bool
Modifiers: const
used on network clients
bSimulateGravity
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
Default value: True
bSpecialCalcView
Type: bool
If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
bSpecialCrosshair
Type: bool
bSpecialHUD
Type: bool
bStationary
Type: bool
pawn can't move
bSteadyFiring
Type: bool
used for third person weapon anims/effects
bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bSuperSize
Type: bool
hack for Leviathan
bThumped
Type: bool
bTryToUncrouch
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
bUpAndOut
Type: bool
used by swimming
bUpdateEyeheight
Type: bool
if true, UpdateEyeheight will get called every tick
bUpdatingDisplay
Type: bool
to avoid infinite recursion through inventory setdisplay
bUseCompressedPosition
Type: bool
use compressed position in networking - true unless want to replicate roll, or very high velocities
Default value: True
bWaitForAnim
Type: bool
true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted
bWantsToCrouch
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bWasCrouched
Type: bool
bWasOnGround
Type: bool
bWasWalking
Type: bool
bWaterStepup
Type: bool
used by get out of water physics code
bWeaponBob
Type: bool
Modifiers: globalconfig
Default value: True
ConstantAcceleration
Type: Object.Vector
acceleration added to pawn when falling
Controller
Type: Controller
ControllerClass
Type: class<AIController>
default class to use when pawn is controlled by AI (can be modified by an AIScript)
Default value: Class'Engine.AIController'
CrouchAnims
Type: name
Array size: 4
CrouchedPct
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
CrouchHeight
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius
Type: float
CollisionRadius when crouching
Default value: 34.0
CrouchTurnLeftAnim
Type: name
CrouchTurnRightAnim
Type: name
DamageScaling
Type: float
Default value: 1.0
DelayedDamageInstigatorController
Type: Controller
DesiredSpeed
Type: float
Default value: 1.0
DestinationOffset
Type: float
used to vary destination over NavigationPoints
DodgeAnims
Type: name
Array size: 4
DodgeSpeedFactor
Type: float
dodge speed moved here so animation knows the diff between a jump and a dodge
DodgeSpeedZ
Type: float
DoubleJumpAnims
Type: name
Array size: 4
DrivenVehicle
Type: Vehicle
EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
FindAnchorFailedTime
Type: float
last time a FindPath() attempt failed to find an anchor.
FlashCount
Type: byte
Floor
Type: Object.Vector
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
FootRot
Type: int
Modifiers: const
torso twisting/looking stuff
FootStill
Type: bool
Modifiers: const
FootTurning
Type: bool
Modifiers: const
ForwardStrafeBias
Type: float
bias of strafe blending in forward direction
GroundSpeed
Type: float
The maximum ground speed.
Default value: 440.0
HeadBone
Type: name
HeadHeight
Type: float
Distance from base of neck to center of head - used for headshot calculation
Default value: 6.0
HeadRadius
Type: float
Squared radius of the head of the pawn that is vulnerable to headshots
Default value: 9.0
HeadScale
Type: float
Default value: 1.0
HeadVolume
Type: PhysicsVolume
physics volume of head
Health
Type: int
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
HealthMax
Type: float
Default value: 100.0
HitDamageType
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
HitFxTicker
Type: int
Modifiers: transient
IdleChatAnim
Type: name
IdleCrouchAnim
Type: name
IdleRestAnim
Type: name
IdleSwimAnim
Type: name
IdleTime
Type: float
IdleWeaponAnim
Type: name
WeaponAttachment code will set this one
ImpactVelocity
Type: Object.Vector
velocity added while falling (bot tries to correct for it)
JumpZ
Type: float
vertical acceleration w/ jump
Default value: 420.0
LadderSpeed
Type: float
Ladder climbing speed
Default value: 200.0
LandAnims
Type: name
Array size: 4
LandBob
Type: float
LandMovementState
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
LastAnchor
Type: NavigationPoint
Modifiers: const
recent nearest path
LastHitBy
Type: Controller
give kill credit to this guy if hit momentum causes pawn to fall to his death
LastLocTime
Type: float
Modifiers: const
LastPainSound
Type: float
LastPainTime
Type: float
last time pawn played a takehit animation (updated in PlayHit())
LastRealViewer
Type: PlayerController
LastStartSpot
Type: PlayerStart
used to avoid spawn camping
LastStartTime
Type: float
LastValidAnchorTime
Type: float
last time a valid anchor was found
LastViewer
Type: Actor
LowGoreBlood
MaxDesiredSpeed
Type: float
Default value: 1.0
MaxFallSpeed
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
MaxRotation
Type: float
minimum dot product of movement direction and rotation vector, ignored if 0
MeleeRange
Type: float
Max range for melee attack (not including collision radii)
MenuName
Type: string
Modifiers: localized
MinFlySpeed
Type: float
MovementAnims
Type: name
Array size: 4
Forward, Back, Left, Right
MovementBlendStartTime
Type: float
used for delaying the start of run blending
Type: float
extra slack to have "reached" a NavigationPoint
NetRelevancyTime
Type: float
NextPathRadius
Type: float
radius of next path in route
noise1loudness
Type: float
Modifiers: const
noise1other
Type: Pawn
Modifiers: const
noise1spot
Type: Object.Vector
Modifiers: const
noise1time
Type: float
Modifiers: const
Default value: -10.0
noise2loudness
Type: float
Modifiers: const
noise2other
Type: Pawn
Modifiers: const
noise2spot
Type: Object.Vector
Modifiers: const
noise2time
Type: float
Modifiers: const
Default value: -10.0
OldAcceleration
Type: Object.Vector
OldAnimDir
Type: int
Modifiers: const
OldPhysics
Type: Actor.EPhysics
OldRotYaw
Type: float
used for determining if pawn is turning
OldVelocity
Type: Object.Vector
Modifiers: const
OldZ
Type: float
Old Z Location - used for eyeheight smoothing
OnLadder
Type: LadderVolume
ladder currently being climbed
OwnerName
Type: string
Name of owning player (for save games, coop)
PawnPosition
Type: Object.CompressedPosition
Modifiers: transient
PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo
Type: PlayerReplicationInfo
ReducedDamageType
Type: class<DamageType>
which damagetype this creature is protected from (used by AI)
RootBone
Type: name
SelectedItem
Type: Powerups
Modifiers: travel
currently selected inventory item
SerpentineDir
Type: Object.Vector
serpentine direction
SerpentineDist
Type: float
SerpentineTime
Type: float
how long to stay straight before strafing again
Shadow
Type: Projector
SmoothViewPitch
Type: int
SmoothViewYaw
Type: int
SoundDampening
Type: float
Default value: 1.0
SpawnTime
Type: float
SpineBone1
Type: name
SpineBone2
Type: name
SplashTime
Type: float
time of last splash
SuperHealthMax
Type: float
Default value: 199.0
SwimAnims
Type: name
Array size: 4
0=forward, 1=backwards, 2=left, 3=right
TakeHitLocation
Type: Object.Vector
location of last hit (for playing hit/death anims)
TakeoffAnims
Type: name
Array size: 4
TakeoffStillAnim
Type: name
TauntAnimNames
Type: string
Array size: 16
Modifiers: localized
Text description
TauntAnims
Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.
TearOffMomentum
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
TurnDir
Type: int
Modifiers: const
TurnLeftAnim
Type: name
TurnRightAnim
Type: name
turning anims when standing in place (scaled by turn speed)
UncrouchTime
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
UnderWaterTime
Type: float
how much time pawn can go without air (in seconds)
ViewPitch
Type: byte
Modifiers: const
jjs - something to replicate so we can see which way remote clients are looking
Visibility
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
Default value: 128
WalkAnims
Type: name
Array size: 4
WalkBob
Type: Object.Vector
WalkingPct
Type: float
pct. of running speed that walking speed is
Default value: 0.5
WaterMovementState
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
WaterSpeed
Type: float
The maximum swimming speed.
Default value: 300.0
Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.