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UE2:U2Pawn properties (U2)

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U2 Object >> Actor >> Pawn >> U2Pawn (properties)

;Other member categories for this class::instance functions, internal variables

Properties

Property group 'JumpJets'

JumpJetEffect

Type: ParticleGenerator


Property group 'LatentDamage'

EMPEffect

Type: ParticleRadiator


Default value: ParticleRadiator'EMP_Hit_FX.ParticleRadiator0'

FlameEffect

Type: ParticleRadiator


Default value: ParticleRadiator'onfire_fx.ParticleRadiator0'

ToxicEffect

Type: ParticleRadiator


Default value: ParticleRadiator'Toxic_Hit_FX.ParticleRadiator0'

Property group 'Pawn'

MantleDebugLevel

Type: int

debugging control (set to 0: none, 1: show traces, 2: add begin/end 3: add other log info)

MantleHandsForwardReachMax

Type: float

max horizontal reach of hands in front of CC

Default value: 24.0

MantleHandsForwardReachMin

Type: float

min horizontal reach of hands in front of CC

Default value: 8.0

MantleHandsUpwardReach

Type: float

vertical reach of hands above CC

Default value: 16.0

MantleHurtSound

Type: Sound


Default value: Sound'U2A.Mantling.MantleHurt'

MantleMaxStandingMantleHeight

Type: float

max height which can be mantled while standing

Default value: 125.0

MantleMinHitNormalDeltaZ

Type: float

abort mantle if ledge normal Z component is less than this (.707 ~= 45 degrees)

Default value: 0.707

MantleSound

Type: Sound


Default value: Sound'U2A.Mantling.Mantle'

MantleSpeed

Type: float

speed at which pawn mantles up (replaces AirSpeed during mantling)

Default value: 600.0

Property group 'Sounds'

FootstepPitch

Type: float


FootstepVolume

Type: float


LandPitch

Type: float


LandVolume

Type: float


MovementPitchVariancePercent

Type: float

percentage to vary final pitch by +/-

MovementRadius

Type: float


MovementVolumeVariancePercent

Type: float

percentage to vary final volume by +/-

SoundFootstepsDefault

Type: array<Sound>


SoundFootstepsTerrain

Type: array<Sound>


SoundFootstepsWater

Type: array<Sound>


SoundLandDefault

Type: array<Sound>


SoundLandTerrain

Type: array<Sound>


SoundLandWater

Type: array<Sound>


TimeBetweenFootSteps

Type: float

for viewbob path

Property group 'U2Pawn'

bCanDoubleJump

Type: bool

does the player have jump jets?

Default value: True

bCanSprint

Type: bool

does pawn have the ability to run fast?

Default value: True

JumpJetAfterDodgeCost

Type: float

extra energy used when the dodge/jumpjet combo is used

Default value: 0.0020

JumpJetCost

Type: float

resources need to use the jump jets

Default value: 0.0050

JumpJetDuration

Type: float

length of time (seconds) across which to provide the speed

Default value: 0.25

JumpJetFailedSound

Type: Sound

sound to use when player doesn't have enough skill to jump jet

Default value: Sound'U2A.Suits.NoEnergy'

JumpJetThrustSound

Type: Sound

sound to use while jump jets are active

Default value: Sound'U2A.Jumping.JumpJetThrust'

JumpJetZ

Type: float

speed increase in Z direction when deploying jump jets

Default value: 500.0

SkillMax

Type: float

max skill ability for using xmp items, hacking, etc.

Default value: 0.01

SkillRechargeRate

Type: float

speed at which skill level is regained

Default value: 7.0E-4

SkillTeamEnergyCost

Type: float

how much team energy is needed to replenish skill

Default value: 3.0

SprintCost

Type: float


Default value: 25.0

SprintRatio

Type: float

how much faster sprinting speed is over the ground speed

Default value: 1.5

StaminaMax

Type: float

maximum stamina possible (fully charged)

Default value: 100.0

StaminaRechargeRate

Type: float

how fast the stamina is regained

Default value: 10.0

Internal variables

See U2Pawn internal variables.

Default values

Property Value
AirAnims[0] 'JumpF_Mid'
AirAnims[1] 'JumpB_Mid'
AirAnims[2] 'JumpL_Mid'
AirAnims[3] 'JumpR_Mid'
AirControl 0.25
AirStillAnim 'Jump_Mid'
AmbientGlow 64
bActorShadows True
bBlockKarma True
bCanWalkOffLedges True
bDoTorsoTwist True
bHasBlood True
bPhysicsAnimUpdate True
bShowUseReticle False
bUsable True
ControllerClass None
CrouchAnims[0] 'CrouchF'
CrouchAnims[1] 'CrouchB'
CrouchAnims[2] 'CrouchL'
CrouchAnims[3] 'CrouchR'
CrouchTurnLeftAnim 'Crouch_TurnL'
CrouchTurnRightAnim 'Crouch_TurnR'
DodgeAnims[0] 'DodgeF'
DodgeAnims[1] 'DodgeB'
DodgeAnims[2] 'DodgeL'
DodgeAnims[3] 'DodgeR'
DodgeSpeedFactor 1.7
DodgeSpeedZ 350.0
DoubleJumpAnims[0] 'DoubleJumpF'
DoubleJumpAnims[1] 'DoubleJumpB'
DoubleJumpAnims[2] 'DoubleJumpL'
DoubleJumpAnims[3] 'DoubleJumpR'
FireHeavyBurstAnim 'Biggun_Aimed'
FireHeavyRapidAnim 'Biggun_Burst'
FireRifleBurstAnim 'Rifle_Aimed'
FireRifleRapidAnim 'Rifle_Burst'
FireRootBone 'Bip01 Spine1'
HeadBone 'Bip01 Head'
IdleCrouchAnim 'Crouch'
IdleHeavyAnim 'Idle_Biggun'
IdleRestAnim 'Idle_Rest'
IdleRifleAnim 'Idle_Rifle'
IdleSwimAnim 'Swim_Tread'
IdleWeaponAnim 'Idle_Rifle'
LandAnims[0] 'JumpF_Land'
LandAnims[1] 'JumpB_Land'
LandAnims[2] 'JumpL_Land'
LandAnims[3] 'JumpR_Land'
MaxFallSpeed 1800.0
MovementAnims[0] 'RunF'
MovementAnims[1] 'RunB'
MovementAnims[2] 'RunL'
MovementAnims[3] 'RunR'
RadarRotationOffset 16384
RootBone 'Bip01'
SpineBone1 'Bip01 Spine1'
SpineBone2 'Bip01 Spine2'
SwimAnims[0] 'SwimF'
SwimAnims[1] 'SwimB'
SwimAnims[2] 'SwimL'
SwimAnims[3] 'SwimR'
TakeoffAnims[0] 'JumpF_Takeoff'
TakeoffAnims[1] 'JumpB_Takeoff'
TakeoffAnims[2] 'JumpL_Takeoff'
TakeoffAnims[3] 'JumpR_Takeoff'
TakeoffStillAnim 'Jump_Takeoff'
TauntAnimNames[0] "Point"
TauntAnimNames[1] "Beckon"
TauntAnimNames[2] "Halt"
TauntAnimNames[3] "Cheer"
TauntAnimNames[4] "Ass Smack"
TauntAnimNames[5] "Unique"
TauntAnimNames[6] "Pelvic Thrust"
TauntAnimNames[7] "Throat Cut"
TauntAnims[0] 'gesture_point'
TauntAnims[1] 'gesture_beckon'
TauntAnims[2] 'gesture_halt'
TauntAnims[3] 'gesture_cheer'
TauntAnims[4] 'AssSmack'
TauntAnims[5] 'Specific_1'
TauntAnims[6] 'PThrust'
TauntAnims[7] 'ThroatCut'
TurnLeftAnim 'TurnL'
TurnRightAnim 'TurnR'
WalkAnims[0] 'WalkF'
WalkAnims[1] 'WalkB'
WalkAnims[2] 'WalkL'
WalkAnims[3] 'WalkR'
WallDodgeAnims[0] 'DodgeF'
WallDodgeAnims[1] 'DodgeB'
WallDodgeAnims[2] 'DodgeL'
WallDodgeAnims[3] 'DodgeR'