Gah - a solution with more questions. – EntropicLqd
UE2:U2Pawn internal variables (U2)
Contents
- 1 Internal variables
- 1.1 bCanBeMercyKilled
- 1.2 bDodged
- 1.3 bLastDamageWasHeadshot
- 1.4 bMantling
- 1.5 bPlayOwnFootsteps
- 1.6 bReducedCylinder
- 1.7 CarcassCollisionHeight
- 1.8 CarcassCollisionRadius
- 1.9 CarcassPrePivot
- 1.10 CarcassUseProxy
- 1.11 CurrentDir
- 1.12 DefaultPowerSuitName
- 1.13 DelayJumpJetTime
- 1.14 DelayJumpJetTimer
- 1.15 DeployProtectionTime
- 1.16 EMPIndex
- 1.17 EMPRadiator
- 1.18 FallingShrinkRate
- 1.19 FireState
- 1.20 FlameIndex
- 1.21 FlameRadiator
- 1.22 FlashbangHum
- 1.23 FlashbangTimer
- 1.24 GutBlowAppreciationSeconds
- 1.25 GutBlower
- 1.26 HackCost
- 1.27 HackRate
- 1.28 JumpJetA
- 1.29 JumpJetB
- 1.30 JumpJetIndex
- 1.31 JumpJetTimer
- 1.32 LastEMPIndex
- 1.33 LastFlameIndex
- 1.34 LastJumpJetIndex
- 1.35 LastLandTime
- 1.36 LastToxicIndex
- 1.37 MantleAnim
- 1.38 MantleDestination
- 1.39 MantleHeight
- 1.40 MaxFallingMantleSpeed
- 1.41 MaxPlayerIDDistance
- 1.42 MaxRisingMantleSpeed
- 1.43 NextCheckMantleTime
- 1.44 NextFootStepTime
- 1.45 PowerSuitMax
- 1.46 PowerSuitPower
- 1.47 ReviveCost
- 1.48 RevivedHealth
- 1.49 ReviveFailedMsg
- 1.50 ReviveMsg
- 1.51 Skill
- 1.52 Stamina
- 1.53 ToxicIndex
- 1.54 ToxicRadiator
- 1.55 UseDeployProtection
- 1.56 UsingActor
- U2Pawn internal variables in other games:
- U2XMP
- Other member categories for this class:
- instance functions, properties
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Internal variables[edit]
bCanBeMercyKilled[edit]
Type: bool
can be FUBAR-ed by enemy
bDodged[edit]
Type: bool
bLastDamageWasHeadshot[edit]
Type: bool
bMantling[edit]
Type: bool
true whenever pawn is mantling
bPlayOwnFootsteps[edit]
Type: bool
Modifiers: config
Default value: True
bReducedCylinder[edit]
Type: bool
CarcassCollisionHeight[edit]
Type: float
Default value: 28.0
CarcassCollisionRadius[edit]
Type: float
Default value: 70.0
CarcassPrePivot[edit]
Type: Object.Vector
CarcassUseProxy[edit]
Type: UseProxy
CurrentDir[edit]
Type: Actor.EDoubleClickDir
DefaultPowerSuitName[edit]
Type: string
DelayJumpJetTime[edit]
Type: float
time to wait after jump/dodge before jumpjets can kick in
Default value: 0.15
DelayJumpJetTimer[edit]
Type: float
set on jump to clamp min delay before jumpjet can kick in
DeployProtectionTime[edit]
Type: float
Default value: 1.0
EMPIndex[edit]
Type: byte
EMPRadiator[edit]
Type: ParticleRadiator
FallingShrinkRate[edit]
Type: float
Default value: 0.5
FireState[edit]
Type: EFireAnimState
FlameIndex[edit]
Type: byte
FlameRadiator[edit]
Type: ParticleRadiator
FlashbangHum[edit]
Type: Sound
Default value: Sound'U2A.Effects.Flashbang'
FlashbangTimer[edit]
Type: float
GutBlowAppreciationSeconds[edit]
Type: float
Default value: 3.0
GutBlower[edit]
Type: Controller
HackCost[edit]
Type: float
skill need to hack per second
Default value: 0.0050
HackRate[edit]
Type: float
hacking rate scaling factor
Default value: 0.3
JumpJetA[edit]
Type: ParticleGenerator
JumpJetB[edit]
Type: ParticleGenerator
JumpJetIndex[edit]
Type: byte
JumpJetTimer[edit]
Type: float
time left to apply jump jets (if <= 0.0, not jumping)
LastEMPIndex[edit]
Type: byte
LastFlameIndex[edit]
Type: byte
LastJumpJetIndex[edit]
Type: byte
LastLandTime[edit]
Type: float
LastToxicIndex[edit]
Type: byte
MantleAnim[edit]
Type: name
Default value: 'Mantle'
MantleDestination[edit]
Type: Object.Vector
set when mantling begins to approx mantle destination for Pawn
MantleHeight[edit]
Type: float
set to height of ledge relative to player when mantling begins (for syncing animation)
MaxFallingMantleSpeed[edit]
Type: float
can't do a falling mantle at speeds above this
Default value: 1400.0
MaxPlayerIDDistance[edit]
Type: float
Default value: 5000.0
MaxRisingMantleSpeed[edit]
Type: float
can't do a rising mantle at speeds above this
Default value: -1.0
NextCheckMantleTime[edit]
Type: float
can be set to LevelTime + X to prevent re-mantling for a while
NextFootStepTime[edit]
Type: float
PowerSuitMax[edit]
Type: float
PowerSuitPower[edit]
Type: float
ReviveCost[edit]
Type: float
skill resources needed to revive a teammate
Default value: 0.0025
RevivedHealth[edit]
Type: int
health wounded player has after you've revived him
Default value: 1
ReviveFailedMsg[edit]
Type: string
Modifiers: localized
Default value: "Need more skill"
ReviveMsg[edit]
Type: string
Modifiers: localized
Default value: "Revive"
Skill[edit]
Type: float
Stamina[edit]
Type: float
ToxicIndex[edit]
Type: byte
ToxicRadiator[edit]
Type: ParticleRadiator
UseDeployProtection[edit]
Type: bool
Modifiers: config
Default value: True
UsingActor[edit]
Type: Actor