I'm a doctor, not a mechanic

UE2:StationaryPawn (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn
Package: 
U2
Direct subclasses:
DeployedUnit, ForceWall
This class in other games:
UT, U2

StationaryPawn.

Properties

bCoverActor

Type: bool

whether NPCs can use this actor for cover (hide behind it)

Default value: True

bHasAttack

Type: bool

whether the stationary pawn is capable of attacking

bSpecialCollider

Type: bool

if true, is colliding but not during path building

bSpecialEnemy

Type: bool

if true, ConsiderAttacking does special checks

ModifiedReachSpecs

Type: array<ReachSpec>

reachspecs that this stationary pawn modifies

RouteCacheDepthCheck

Type: int


Default value: 3

Default values

Property Value
AccelRate 0.0
bCanDoSpecial False
bCanOpenDoors False
bCanTeleport False
bIgnoreSingularityForces True
ControllerClass Class'U2.StationaryPawnController'
GroundSpeed 0.0
Health 500
HearingThreshold 0.0
JumpZ 0.0
MaxDesiredSpeed 0.0
RemoteRole ROLE_DumbProxy
RotationRate
Member Value
Pitch 0
Roll 0
Yaw 0
SeenRadius 1024.0
SightRadius 0.0
WaterSpeed 0.0

Functions

Events

Destroyed

event Destroyed ()

Overrides: U2Pawn.Destroyed


PreBeginPlay

event PreBeginPlay ()

Overrides: U2Pawn.PreBeginPlay


Other instance functions

AddVelocity

simulated function AddVelocity (Object.Vector NewVelocity)

Overrides: U2Pawn.AddVelocity


ConsiderAttacking

function bool ConsiderAttacking (Actor TargetActor, U2NPCController AttackingController)


HitSelf

function bool HitSelf (Actor HitActor)


IsMobile

function bool IsMobile ()

Overrides: Pawn.IsMobile


LaunchPawn

function LaunchPawn (Actor Stompee)

Overrides: Pawn.LaunchPawn


PathTraverses

function bool PathTraverses (Controller SourceController, NavigationPoint P1, NavigationPoint P2)