Gah - a solution with more questions. – EntropicLqd
UE2:U2PawnBase (U2XMP)
Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase |
Contents
- 1 Properties
- 1.1 Property group 'AI'
- 1.2 Property group 'Movement'
- 1.3 Property group 'Pawn'
- 1.3.1 LandShakeDuration
- 1.3.2 LandShakeMagnitude
- 1.3.3 LandShakeRadius
- 1.3.4 LandSoundPitch
- 1.3.5 LandSoundRadius
- 1.3.6 LandSounds
- 1.3.7 LandSoundSlot
- 1.3.8 StepShakeDuration
- 1.3.9 StepShakeMagnitude
- 1.3.10 StepShakeRadius
- 1.3.11 StepSoundPitch
- 1.3.12 StepSoundRadius
- 1.3.13 StepSounds
- 1.3.14 StepSoundVolume
- 1.4 Internal variables
- 1.4.1 bCanStrafeScripted
- 1.4.2 bCanWanderOffLedges
- 1.4.3 bDistressedWandering
- 1.4.4 bWanderCanKillIfStuck
- 1.4.5 bWanderCanTeleportIfStuck
- 1.4.6 bWanderEndRotation
- 1.4.7 bWanderLookAtDestination
- 1.4.8 StrafingAbility
- 1.4.9 WanderAvoidObstructionOdds
- 1.4.10 WanderAvoidPawnDiffDistance
- 1.4.11 WanderAvoidPawnSameDistance
- 1.4.12 WanderCantMoveWaitTime
- 1.4.13 WanderDistMax
- 1.4.14 WanderDistMin
- 1.4.15 WanderEndRotationRate
- 1.4.16 WanderMaxAvoidDistance
- 1.4.17 WanderMaxZComponent
- 1.4.18 WanderMinAdustedSize
- 1.4.19 WanderPauseMax
- 1.4.20 WanderPauseMin
- 1.4.21 WanderPauseOdds
- 1.4.22 WanderSpeedMax
- 1.4.23 WanderSpeedMin
- 1.4.24 WanderSpreadAngle
- 1.4.25 WanderTurnToDestinationOdds
- 1.4.26 WanderViewBlockedDistance
- 1.4.27 WanderViewBlockedTurnOdds
- 1.5 Default values
- 2 Functions
- Package:
- U2AI
- Direct subclasses:
- U2Schoolfish, LevelMaster, ProtoBlob, U2Bellowfish, U2Cockroach, U2Cyprid, U2Diver, U2Hummer, U2KillerSprout, U2PawnAtlantis, U2PawnBasic, U2PinwheelFish, U2Spore, U2TargetDrone, U2WaterDipper
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U2PawnBase.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/12/02 12:57p $ $Revision: 46 $
Properties[edit]
Property group 'AI'[edit]
AlertOthersRadius[edit]
Type: float
if NPC acquires an Enemy, NPCs on same team within this radius are alerted
Default value: 1024.0
bAlertOthersRequiresLOS[edit]
Type: bool
whether alerting others requires LOS between NPC and Other
Default value: True
bAvoidFriendlyBumps[edit]
Type: bool
Default value: True
BecomeAggressiveHealthRatio[edit]
Type: float
if NPC's Health/InitialHealth falls below this ratio, bAmbientCreature -> false
bLookForAlertFriends[edit]
Type: bool
whether will look for and react to alert teammate (slow)
Default value: True
Property group 'Movement'[edit]
RotationRateYawScripted[edit]
Type: int
Default value: 30000
RotationRateYawScriptedDialog[edit]
Type: int
Default value: 30000
Property group 'Pawn'[edit]
LandShakeDuration[edit]
Type: float
LandShakeMagnitude[edit]
Type: float
LandShakeRadius[edit]
Type: float
LandSoundPitch[edit]
Type: float
LandSoundRadius[edit]
Type: float
LandSounds[edit]
LandSoundSlot[edit]
Type: Actor.ESoundSlot
Default value: SLOT_Misc
StepShakeDuration[edit]
Type: float
StepShakeMagnitude[edit]
Type: float
StepShakeRadius[edit]
Type: float
StepSoundPitch[edit]
Type: float
StepSoundRadius[edit]
Type: float
StepSounds[edit]
StepSoundVolume[edit]
Type: float
Default value: 1.0
Internal variables[edit]
bCanStrafeScripted[edit]
Type: bool
bCanWanderOffLedges[edit]
Type: bool
if true, ledges are ignored when wandering (up to 2*CollisionHeight + MaxStepHeight)
Default value: True
bDistressedWandering[edit]
Type: bool
whether NPC moves more erratically when hurt/alert
Default value: True
bWanderCanKillIfStuck[edit]
Type: bool
if true, and NPC gets stuck while wandering can kill NPC off
Default value: True
bWanderCanTeleportIfStuck[edit]
Type: bool
if true, and NPC gets stuck while wandering can try to teleport NPC
Default value: True
bWanderEndRotation[edit]
Type: bool
NPC has a different rotation rate when not wandering
bWanderLookAtDestination[edit]
Type: bool
whether NPC rotates to look at destination (usually true)
Default value: True
StrafingAbility[edit]
Type: float
WanderAvoidObstructionOdds[edit]
Type: float
odds of trying to turn away from obstructions (higher for smarter NPCs). Should probably never be zero..
Default value: 1.0
WanderAvoidPawnDiffDistance[edit]
Type: float
wandering NPCs will try to stay at least this far away from other Pawns
WanderAvoidPawnSameDistance[edit]
Type: float
wandering NPCs will try to stay at least this far away from other Pawns of the same class
WanderCantMoveWaitTime[edit]
Type: float
could find a wander direction -- sleeps for this long before trying again (min 0.1)
Default value: 1.0
WanderDistMax[edit]
Type: float
max distance to try to wander (if <= 0.0 set in PreBeginPlay)
Default value: -1.0
WanderDistMin[edit]
Type: float
min distance to try to wander (if <= 0.0 set in PreBeginPlay)
Default value: -1.0
WanderEndRotationRate[edit]
Type: Object.Rotator
rotation rate to use when not wandering (optional)
WanderMaxAvoidDistance[edit]
Type: float
WanderMaxZComponent[edit]
Type: float
!!mdf - replace with WanderSpreadVerticalAngle? max vertical component of wander direction for flying/walking creatures
Default value: 0.707
WanderMinAdustedSize[edit]
Type: float
when obstructed by geometry (defaults to collisionradius -- with anything less NPC might never move)
Default value: -1.0
WanderPauseMax[edit]
Type: float
max time to pause after reaching wander destination (pausing stops NPC movement)
WanderPauseMin[edit]
Type: float
min time to pause after reaching wander destination (pausing stops NPC movement)
WanderPauseOdds[edit]
Type: float
odds that NPC will pause after reaching wander destination
Default value: 1.0
WanderSpeedMax[edit]
Type: float
max pct of movement speed used when relaxed and wandering
Default value: 0.5
WanderSpeedMin[edit]
Type: float
min pct of movement speed used when relaxed and wandering
Default value: 0.4
WanderSpreadAngle[edit]
Type: float
angle spread used when choosing a wander direction (0..360 degrees)
Default value: 180.0
WanderTurnToDestinationOdds[edit]
Type: float
odds that NPC will turn to wander destination before moving towards it (generally high for walking NPCs or large flyers or swimmers, low for NPCs that can "hover" or back up etc.) -- hmm actually seems to look better if they don't do this...
WanderViewBlockedDistance[edit]
Type: float
distance used to check for view blocked (defaults to CollisionRadius)
Default value: -1.0
WanderViewBlockedTurnOdds[edit]
Type: float
odds NPC will rotate away from walls when wandering and view obstructed within WanderViewObstructedDistance units
Default values[edit]
Property | Value |
---|---|
bAmbientCreature | True |
bCanDoSpecial | False |
bCanOpenDoors | False |
ControllerClass | Class'U2AI.U2NPCControllerBase' |
TeamNumber | 85 |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: U2Pawn.PostBeginPlay
PreBeginPlay[edit]
Overrides: U2Pawn.PreBeginPlay
Other instance functions[edit]
LandedOnTexture[edit]
Overrides: U2Pawn.LandedOnTexture
PlayMovementSound[edit]
Overrides: U2Pawn.PlayMovementSound