Always snap to grid
UE2:U2Pawn (U2XMP)
Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn |
Contents
- 1 Constants
- 1.1 MaxTossedItems
- 1.2 DyingPlacedState
- 1.3 MissionFailedState
- 1.4 CleanupCarcassTimerName
- 1.5 TexExternalPathError
- 1.6 TexInternalPathError
- 1.7 TexMinZError
- 1.8 TexMoveError
- 1.9 TexScriptLoadError
- 1.10 TexScriptRunError
- 1.11 TexOtherError
- 1.12 TexDormant
- 1.13 MaxWalkingAnims
- 1.14 MaxCollectMomentumTime
- 2 Properties
- 2.1 Property group 'AI'
- 2.2 Property group 'Pawn'
- 2.2.1 AnimationControllerClass
- 2.2.2 AssetsHelperClass
- 2.2.3 bQuickCarcassCleanup
- 2.2.4 bUsesFlavorText
- 2.2.5 CarcassPrePivotZ
- 2.2.6 DamageFilterClass
- 2.2.7 DefaultInventory
- 2.2.8 DefaultWeapon
- 2.2.9 Description
- 2.2.10 GibSetClass
- 2.2.11 LoopDeathAnimRate
- 2.2.12 LowGoreMesh
- 2.2.13 LowGoreMeshGoreLevel
- 2.2.14 MinTimeBetweenHitSounds
- 2.2.15 TimeBeforeCarcassDestroyed
- 2.2.16 TossedItems
- 2.2.17 VoiceListClass
- 2.2.18 VoiceListTag
- 2.2.19 VoicePackage
- 2.3 Property group 'Sound'
- 2.4 Internal variables
- 2.5 Default values
- 3 Enums
- 4 Structs
- 5 Functions
- 6 States
- 6.1 @DyingPlacedState
- 6.1.1 @DyingPlacedState.AnimEnd
- 6.1.2 @DyingPlacedState.BaseChange
- 6.1.3 @DyingPlacedState.BeginState
- 6.1.4 @DyingPlacedState.LandedEx
- 6.1.5 @DyingPlacedState.SetInitialState
- 6.1.6 @DyingPlacedState.Timer
- 6.1.7 @DyingPlacedState.DropEnergy
- 6.1.8 @DyingPlacedState.LandThump
- 6.1.9 @DyingPlacedState.LieStill
- 6.2 @DyingState
- 6.2.1 @DyingState.BeginState
- 6.2.2 @DyingState.EndState
- 6.2.3 @DyingState.LandedEx
- 6.2.4 @DyingState.Tick
- 6.2.5 @DyingState.Timer
- 6.2.6 @DyingState.ChunkUp
- 6.2.7 @DyingState.CleanupCarcass
- 6.2.8 @DyingState.CleanupCarcassTimer
- 6.2.9 @DyingState.CleanupShadows
- 6.2.10 @DyingState.HandleCarcassCleanup
- 6.2.11 @DyingState.LandThump
- 6.2.12 @DyingState.LieStill
- 6.2.13 @DyingState.NotifyRagdollCollisionChange
- 6.2.14 @DyingState.NotifyRagdollDeathEnded
- 6.2.15 @DyingState.ReduceCylinder
- 6.2.16 @DyingState.Trigger
- 6.3 @MissionFailedState
- 6.3.1 @MissionFailedState.AnimEnd
- 6.3.2 @MissionFailedState.BaseChange
- 6.3.3 @MissionFailedState.BeginState
- 6.3.4 @MissionFailedState.LandedEx
- 6.3.5 @MissionFailedState.Died
- 6.3.6 @MissionFailedState.LandThump
- 6.3.7 @MissionFailedState.LieStill
- 6.3.8 @MissionFailedState.PlayTakeHit
- 6.3.9 @MissionFailedState.PlayWeaponSwitch
- 6.3.10 @MissionFailedState.TakeDamage
- 6.1 @DyingPlacedState
- Package:
- U2
- Known classes within U2Pawn:
- AnimationControllerBase
- Direct subclasses:
- StationaryPawn, U2PawnBase
- This class in other games:
- U2
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U2Pawn.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 3/12/03 12:52p $ $Revision: 219 $ Interface class for U2 Pawns.
Constants[edit]
MaxTossedItems[edit]
Value: 12
DyingPlacedState[edit]
Value: 'DyingPlaced'
MissionFailedState[edit]
Value: 'MissionFailed'
CleanupCarcassTimerName[edit]
Value: 'CleanupCarcassTimer'
TexExternalPathError[edit]
Value: Texture'JLSSBlue'
TexInternalPathError[edit]
Value: Texture'JLSSGreen'
TexMinZError[edit]
Value: Texture'JLSSCyan'
TexMoveError[edit]
Value: Texture'JLSSMagenta'
TexScriptLoadError[edit]
Value: Texture'JLSSWhite'
TexScriptRunError[edit]
Value: Texture'JLSSRed'
TexOtherError[edit]
Value: Texture'JLSSYellow'
TexDormant[edit]
Value: Texture'JLSSGrey'
MaxWalkingAnims[edit]
Value: 8
MaxCollectMomentumTime[edit]
Value: 0.25
Properties[edit]
Property group 'AI'[edit]
bCanPanic[edit]
Type: bool
Default value: True
bFrozen[edit]
Type: bool
set to true to have NPC frozen on startup (can't move/shoot/turn)
bInfiniteAmmo[edit]
Type: bool
if true NPC never runs out of ammo (all non-bots?)
Default value: True
bReloadsEnabled[edit]
Type: bool
if false NPC never reloads weapon
Default value: True
bSentient[edit]
Type: bool
bStationary[edit]
Type: bool
set to true to have NPC stationary on startup (can't move but can shoot/turn)
CommandFileName[edit]
Type: string
file to use with event controller if given/applicable
CommandStartLabel[edit]
Type: string
optional label to start at instead of top of script
DeadBuoyancy[edit]
Type: float
how much buoyancy NPC should have when dead (default = 0 ==> sinks like pig iron)
Property group 'Pawn'[edit]
AnimationControllerClass[edit]
Type: class<AnimationControllerInterf>
type of animation controller class to instantiate
Default value: Class'U2.AnimationControllerBase'
AssetsHelperClass[edit]
Type: class<AssetsHelperGeneric>
assets (sounds, effects) class
Default value: Class'U2.AssetsHelperGeneric'
bQuickCarcassCleanup[edit]
Type: bool
if true, carcass will be cleaned up quickly, otherwise see TimeBeforeCarcassDestroyed
Default value: True
bUsesFlavorText[edit]
Type: bool
set to true for NPCs with recognizable dialog (vocals)
CarcassPrePivotZ[edit]
Type: float
extra PrePivot Z amount for shared animation situations
DamageFilterClass[edit]
Type: class<DamageFilter>
Default value: Class'U2.DamageFilterDefault'
DefaultInventory[edit]
DefaultWeapon[edit]
Type: string
Description[edit]
Type: string
Modifiers: localized
for displaying text different from the speaker string
GibSetClass[edit]
class for gliblety bits
Default value: Class'U2.GibSetGeneric'
LoopDeathAnimRate[edit]
Type: float
LowGoreMesh[edit]
Type: Mesh
LowGoreMeshGoreLevel[edit]
Type: byte
MinTimeBetweenHitSounds[edit]
Type: float
don't play hit sounds any closer together than this
Default value: 0.5
TimeBeforeCarcassDestroyed[edit]
Type: float
only used if bQuickCarcassCleanup=false, set to 0.0 for carcass to be permanent
Default value: 30.0
TossedItems[edit]
Type: string
Array size: MaxTossedItems
things that are spawned and tossed by the Pawn upon death
VoiceListClass[edit]
default class of voice package list
VoiceListTag[edit]
Type: name
tag of placed voice package list
VoicePackage[edit]
Type: string
pawn-specific voice package
Property group 'Sound'[edit]
SoundSlotTimerListTag[edit]
Type: name
tag of the sound slot timer list placed in the level
Internal variables[edit]
See U2Pawn internal variables.
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 17 |
bAutoEnableAgent | True |
bCanSwim | True |
bCanWalk | True |
bDisturbFluidSurface | True |
bIgnoreSingularityDamage | False |
bIgnoreSingularityForces | False |
bStasis | False |
ControllerClass | None |
GibForSureHealth | -250.0 |
GibMaybeHealth | -100.0 |
GibMaybeOdds | 0.5 |
LightBrightness | 70 |
LightHue | 40 |
LightRadius | 6 |
LightSaturation | 128 |
Physics | PHYS_Falling |
SoundRadius | 100.0 |
TransientSoundRadius | 1500.0 |
Enums[edit]
EErrorType[edit]
- ET_ExternalPath
- ET_InternalPath
- ET_MinZ
- ET_Move
- ET_ScriptLoad
- ET_ScriptRun
- ET_Other
Structs[edit]
MomentumTransferT[edit]
SCurrentStatus[edit]
- int<0,3> NumFires
- set in U2PlayerController.Fire
- int<0,3> NumAltFires
- set in U2PlayerController.AltFire
- bool bFiring
- set in U2PlayerNetTestController.ServerMoveEx
- bool bAltFiring
- int<0,65535,32> Yaw
- set in U2PlayerNetTestController.ServerMoveEx
- int<0,65535,64> Pitch
- set in U2PlayerNetTestController.ServerMoveEx
SInitialAgentInput[edit]
WalkingAnimInfoT[edit]
- float MinSpeed
- AnimationControllerInterf.EWalkingAnimType WalkingAnimType
Functions[edit]
Static functions[edit]
IsPanicDamageType[edit]
Exec functions[edit]
Gesture[edit]
PlayTaunt[edit]
Taunt[edit]
TestMissionFailed[edit]
Events[edit]
BreathTimer[edit]
Overrides: Pawn.BreathTimer
Destroyed[edit]
Overrides: Pawn.Destroyed
DialogBegin[edit]
Overrides: Actor.DialogBegin
DialogEnd[edit]
Overrides: Actor.DialogEnd
FellOutOfWorld[edit]
Overrides: Pawn.FellOutOfWorld
KImpact[edit]
Overrides: Actor.KImpact
LandedEx[edit]
Overrides: LicenseePawn.LandedEx
PostBeginPlay[edit]
Overrides: Pawn.PostBeginPlay
PreBeginPlay[edit]
Overrides: LicenseePawn.PreBeginPlay
Replication[edit]
Overrides: Pawn.Replication
Tick[edit]
Overrides: Actor.Tick
TravelPreAccept[edit]
Overrides: Actor.TravelPreAccept
Other instance functions[edit]
See U2Pawn instance functions.
States[edit]
@DyingPlacedState[edit]
Extends: @DyingState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
@DyingPlacedState.AnimEnd[edit]
Overrides: Pawn.@DyingState.AnimEnd
@DyingPlacedState.BaseChange[edit]
Overrides: Pawn.@DyingState.BaseChange
@DyingPlacedState.BeginState[edit]
Overrides: @DyingState.BeginState
@DyingPlacedState.LandedEx[edit]
Overrides: @DyingState.LandedEx
@DyingPlacedState.SetInitialState[edit]
Overrides: Actor.SetInitialState (global)
@DyingPlacedState.Timer[edit]
Overrides: @DyingState.Timer
@DyingPlacedState.DropEnergy[edit]
Overrides: DropEnergy (global)
@DyingPlacedState.LandThump[edit]
Overrides: @DyingState.LandThump
@DyingPlacedState.LieStill[edit]
Overrides: @DyingState.LieStill
@DyingState[edit]
Inherits from: Pawn.@DyingState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
@DyingState.BeginState[edit]
Overrides: Pawn.@DyingState.BeginState
@DyingState.EndState[edit]
Overrides: Object.EndState (global)
@DyingState.LandedEx[edit]
Overrides: LandedEx (global)
@DyingState.Tick[edit]
Overrides: Tick (global)
@DyingState.Timer[edit]
Overrides: Pawn.@DyingState.Timer
@DyingState.ChunkUp[edit]
Overrides: ChunkUp (global)
@DyingState.CleanupCarcass[edit]
@DyingState.CleanupCarcassTimer[edit]
@DyingState.CleanupShadows[edit]
@DyingState.HandleCarcassCleanup[edit]
@DyingState.LandThump[edit]
Overrides: Pawn.@DyingState.LandThump
@DyingState.LieStill[edit]
Overrides: Pawn.@DyingState.LieStill
@DyingState.NotifyRagdollCollisionChange[edit]
Overrides: NotifyRagdollCollisionChange (global)
@DyingState.NotifyRagdollDeathEnded[edit]
Overrides: NotifyRagdollDeathEnded (global)
@DyingState.ReduceCylinder[edit]
Overrides: Pawn.@DyingState.ReduceCylinder
@DyingState.Trigger[edit]
Overrides: Pawn.Trigger (global)
@MissionFailedState[edit]
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
@MissionFailedState.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
@MissionFailedState.BaseChange[edit]
Overrides: Pawn.BaseChange (global)
@MissionFailedState.BeginState[edit]
Overrides: Object.BeginState (global)
@MissionFailedState.LandedEx[edit]
Overrides: LandedEx (global)
@MissionFailedState.Died[edit]
Overrides: Died (global)
@MissionFailedState.LandThump[edit]
@MissionFailedState.LieStill[edit]
@MissionFailedState.PlayTakeHit[edit]
Overrides: Pawn.PlayTakeHit (global)
@MissionFailedState.PlayWeaponSwitch[edit]
@MissionFailedState.TakeDamage[edit]
Overrides: TakeDamage (global)