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UE2:Pawn properties (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'AI'
- 1.1.1 Alertness
- 1.1.2 bAdjacentZoneHearing
- 1.1.3 bAroundCornerHearing
- 1.1.4 bFriendlyToPlayerTeam
- 1.1.5 bLOSHearing
- 1.1.6 bMuffledHearing
- 1.1.7 bSameZoneHearing
- 1.1.8 bSightRadiusLoseEnemy
- 1.1.9 ControllerClass
- 1.1.10 HearingThreshold
- 1.1.11 PeripheralVision
- 1.1.12 SeenRadius
- 1.1.13 SeenRadiusNoFOV
- 1.1.14 SeeOtherOdds
- 1.1.15 SightRadius
- 1.1.16 SightRadiusFriend
- 1.1.17 SightRadiusFriendAlert
- 1.1.18 TeamNumber
- 1.2 Property group 'Collision'
- 1.3 Property group 'Display'
- 1.4 Property group 'Movement'
- 1.5 Property group 'Pawn'
- 1.6 Property group 'Shadows'
- 1.6.1 bForceBlobShadows
- 1.6.2 bForceDirectionalShadows
- 1.6.3 bForceDynamicShadow
- 1.6.4 bForceFullPolyShadows
- 1.6.5 bForceLightSourcedShadows
- 1.6.6 bForceShadowBlur
- 1.6.7 bForceShadowUnBlur
- 1.6.8 bForceStaticShadow
- 1.6.9 ShadowBoundScale
- 1.6.10 ShadowCullDistance
- 1.6.11 ShadowInterpolateRate
- 1.6.12 ShadowLightDirection
- 1.6.13 ShadowLightDistance
- 1.6.14 ShadowResolution
- 1.6.15 ShadowTraceDistance
- 1.7 Internal variables
- 1.8 Default values
- 1.1 Property group 'AI'
;Other member categories for this class::instance functions, internal variables
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Properties
Property group 'AI'
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
bFriendlyToPlayerTeam
Type: bool
set to make NPCs not attack player and player teammates
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)
bSightRadiusLoseEnemy
Type: bool
if true, NPC will lose enemy which is outside of SightRadius (usually only for fog zones)
ControllerClass
Type: class<AIController>
Default value: Class'Engine.AIController'
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. //NEW (mdf) //NOTE: see above comments!
SeenRadius
Type: float
NEW (mdf) Maximum distance at which Pawn will be seen by others.
Default value: 9999999.0
SeenRadiusNoFOV
Type: float
NEW (mdf) Maximum distance at which Pawn will be seen by others without checking others' FOV
SeeOtherOdds
Type: float
NEW (mdf) see above comments
SightRadius
Type: float
Maximum seeing distance.
Default value: 5000.0
SightRadiusFriend
Type: float
NEW (mdf) Maximum seeing distance for seeing friendly NPCs.
SightRadiusFriendAlert
Type: float
NEW (mdf) Maximum seeing distance for seeing alert friendly NPCs (and possibly inheriting their Enemy/alertness).
TeamNumber
Type: int
Team # -- not used if PlayerReplicationInfo is set
Default value: -1
Property group 'Collision'
bReducedCylinder
Type: bool
Property group 'Display'
BlendChangeTime
Type: float
Default value: 0.25
Property group 'Movement'
bResortToBasicTacticalMoves
Type: bool
if true, NPC will resort to basic tactical moves when serpentine requested but not moving along a reachspec (from or to a non-navigation point actor)
Default value: True
bScaleRotationRates
Type: bool
if true non-enemy rotation rates scaled around a 45 degree yaw difference
bScaleRotationRatesEnemy
Type: bool
if true enemy rotation rates scaled around a 45 degree yaw difference
bSmoothTurns
Type: bool
if true, turns are smoothed (anticipates destination and moves within reachspec) -- *must* be used with serpentine tactical moves but unless we have problems, probably no reason to turn this off
Default value: True
RotationRateYawEnemy
Type: int
yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set
RotationRateYawEnemySeen
Type: int
yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set
TacticalMoveType
Type: Actor.ETacticalMoveType
Property group 'Pawn'
bAlwaysGib
Type: bool
turn on gibbing for this pawn (if allowed by the game's current gore level setting)
bGibOnInvalidDeathLanding
Type: bool
gib if landed on a bBlockNavigation actor
bNeverGib
Type: bool
turn off gibbing for this pawn
CarcassCollisionHeight
Type: float
NEW (mdf) collision height of dead body lying on the ground (defaults to 0.xx*standing collision radius if not set)
Default value: -1.0
CarcassCollisionRadius
Type: float
NEW (mdf) collision radius of dead body lying on the ground (defaults to 0.xx*standing collision height if not set)
Default value: -1.0
CrouchHeight
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius
Type: float
CollisionRadius when crouching
Default value: 34.0
Health
Type: int<0,255>
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
ProneHeight
Type: float
CollisionHeight when prone
Default value: 12.0
ProneRadius
Type: float
CollisionRadius when prone
Default value: 48.0
Property group 'Shadows'
bForceBlobShadows
Type: bool
bForceDirectionalShadows
Type: bool
bForceDynamicShadow
Type: bool
bForceFullPolyShadows
Type: bool
bForceLightSourcedShadows
Type: bool
bForceShadowBlur
Type: bool
bForceShadowUnBlur
Type: bool
bForceStaticShadow
Type: bool
ShadowBoundScale
Type: float
Adjust this for large creatures if shadow extends beyond render area.
Default value: 35.0
ShadowCullDistance
Type: float
ShadowInterpolateRate
Type: float
ShadowLightDirection
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 1.0 |
Z | 2.0 |
ShadowLightDistance
Type: float
Default value: 512.0
ShadowResolution
Type: int
ShadowTraceDistance
Type: float
Internal variables
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bAcceptsProjectors | True | ||||||||
bBlockActors | True | ||||||||
bBlockPlayers | True | ||||||||
bBlockStepping | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bDirectional | True | ||||||||
bLaunchPawns | True | ||||||||
bOwnerNoSee | True | ||||||||
bProjTarget | True | ||||||||
bRotateToDesired | True | ||||||||
bStasis | True | ||||||||
bTravel | True | ||||||||
bUpdateSimulatedPosition | True | ||||||||
CollisionHeight | 78.0 | ||||||||
CollisionRadius | 34.0 | ||||||||
DrawType | DT_Mesh | ||||||||
NetPriority | 2.0 | ||||||||
ProximityReticleOnEvents[1] | "ProximityReticleSideBars" | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
||||||||
SoundRadius | 9.0 | ||||||||
SoundVolume | 240 | ||||||||
TerrainZOffset | 5.0 | ||||||||
Texture | Texture'Engine.S_Pawn' | ||||||||
TransientSoundVolume | 2.0 | ||||||||
UseReticleOnEvents[2] | "UseReticleSideBars" |