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UE2:Pawn properties (U2XMP)

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U2XMP Object >> Actor >> Pawn (properties)

;Other member categories for this class::instance functions, internal variables

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

See Pawn 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
Member Value
Pitch 4096
Roll 3072
Yaw 50000
SoundRadius 9.0
SoundVolume 240
TerrainZOffset 5.0
Texture Texture'Engine.S_Pawn'
TransientSoundVolume 2.0
UseReticleOnEvents[2] "UseReticleSideBars"