I'm a doctor, not a mechanic

UE2:U2PawnBase (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase

Contents

Package: 
U2AI
Direct subclasses:
U2Schoolfish, LevelMaster, ProtoBlob, U2Bellowfish, U2Cockroach, U2Cyprid, U2Diver, U2Hummer, U2KillerSprout, U2PawnAtlantis, U2PawnBasic, U2PinwheelFish, U2Spore, U2TargetDrone, U2WaterDipper

U2PawnBase.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/12/02 12:57p $ $Revision: 46 $

Properties

Property group 'AI'

AlertOthersRadius

Type: float

if NPC acquires an Enemy, NPCs on same team within this radius are alerted

Default value: 1024.0

bAlertOthersRequiresLOS

Type: bool

whether alerting others requires LOS between NPC and Other

Default value: True

bAvoidFriendlyBumps

Type: bool


Default value: True

BecomeAggressiveHealthRatio

Type: float

if NPC's Health/InitialHealth falls below this ratio, bAmbientCreature -> false

bLookForAlertFriends

Type: bool

whether will look for and react to alert teammate (slow)

Default value: True

Property group 'Movement'

RotationRateYawScripted

Type: int


Default value: 30000

RotationRateYawScriptedDialog

Type: int


Default value: 30000

Property group 'Pawn'

LandShakeDuration

Type: float


LandShakeMagnitude

Type: float


LandShakeRadius

Type: float


LandSoundPitch

Type: float


LandSoundRadius

Type: float


LandSounds

Type: array<string>


LandSoundSlot

Type: Actor.ESoundSlot


Default value: SLOT_Misc

StepShakeDuration

Type: float


StepShakeMagnitude

Type: float


StepShakeRadius

Type: float


StepSoundPitch

Type: float


StepSoundRadius

Type: float


StepSounds

Type: array<string>


StepSoundVolume

Type: float


Default value: 1.0

Internal variables

bCanStrafeScripted

Type: bool


bCanWanderOffLedges

Type: bool

if true, ledges are ignored when wandering (up to 2*CollisionHeight + MaxStepHeight)

Default value: True

bDistressedWandering

Type: bool

whether NPC moves more erratically when hurt/alert

Default value: True

bWanderCanKillIfStuck

Type: bool

if true, and NPC gets stuck while wandering can kill NPC off

Default value: True

bWanderCanTeleportIfStuck

Type: bool

if true, and NPC gets stuck while wandering can try to teleport NPC

Default value: True

bWanderEndRotation

Type: bool

NPC has a different rotation rate when not wandering

bWanderLookAtDestination

Type: bool

whether NPC rotates to look at destination (usually true)

Default value: True

StrafingAbility

Type: float


WanderAvoidObstructionOdds

Type: float

odds of trying to turn away from obstructions (higher for smarter NPCs). Should probably never be zero..

Default value: 1.0

WanderAvoidPawnDiffDistance

Type: float

wandering NPCs will try to stay at least this far away from other Pawns

WanderAvoidPawnSameDistance

Type: float

wandering NPCs will try to stay at least this far away from other Pawns of the same class

WanderCantMoveWaitTime

Type: float

could find a wander direction -- sleeps for this long before trying again (min 0.1)

Default value: 1.0

WanderDistMax

Type: float

max distance to try to wander (if <= 0.0 set in PreBeginPlay)

Default value: -1.0

WanderDistMin

Type: float

min distance to try to wander (if <= 0.0 set in PreBeginPlay)

Default value: -1.0

WanderEndRotationRate

Type: Object.Rotator

rotation rate to use when not wandering (optional)

WanderMaxAvoidDistance

Type: float


WanderMaxZComponent

Type: float

!!mdf - replace with WanderSpreadVerticalAngle? max vertical component of wander direction for flying/walking creatures

Default value: 0.707

WanderMinAdustedSize

Type: float

when obstructed by geometry (defaults to collisionradius -- with anything less NPC might never move)

Default value: -1.0

WanderPauseMax

Type: float

max time to pause after reaching wander destination (pausing stops NPC movement)

WanderPauseMin

Type: float

min time to pause after reaching wander destination (pausing stops NPC movement)

WanderPauseOdds

Type: float

odds that NPC will pause after reaching wander destination

Default value: 1.0

WanderSpeedMax

Type: float

max pct of movement speed used when relaxed and wandering

Default value: 0.5

WanderSpeedMin

Type: float

min pct of movement speed used when relaxed and wandering

Default value: 0.4

WanderSpreadAngle

Type: float

angle spread used when choosing a wander direction (0..360 degrees)

Default value: 180.0

WanderTurnToDestinationOdds

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

Type: float

distance used to check for view blocked (defaults to CollisionRadius)

Default value: -1.0

WanderViewBlockedTurnOdds

Type: float

odds NPC will rotate away from walls when wandering and view obstructed within WanderViewObstructedDistance units

Default values

Property Value
bAmbientCreature True
bCanDoSpecial False
bCanOpenDoors False
ControllerClass Class'U2AI.U2NPCControllerBase'
TeamNumber 85

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: U2Pawn.PostBeginPlay


PreBeginPlay

event PreBeginPlay ()

Overrides: U2Pawn.PreBeginPlay


Other instance functions

LandedOnTexture

function LandedOnTexture (float ImpactSpeed)

Overrides: U2Pawn.LandedOnTexture


PlayMovementSound

simulated function PlayMovementSound ()

Overrides: U2Pawn.PlayMovementSound


SetWanderParameters

function SetWanderParameters ()