I'm a doctor, not a mechanic
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
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
LandSoundSlot
Type: Actor.ESoundSlot
Default value: SLOT_Misc
StepShakeDuration
Type: float
StepShakeMagnitude
Type: float
StepShakeRadius
Type: float
StepSoundPitch
Type: float
StepSoundRadius
Type: float
StepSounds
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
Overrides: U2Pawn.PostBeginPlay
PreBeginPlay
Overrides: U2Pawn.PreBeginPlay
Other instance functions
LandedOnTexture
Overrides: U2Pawn.LandedOnTexture
PlayMovementSound
Overrides: U2Pawn.PlayMovementSound