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UE2:UnrealPawn (UT2003)

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UT2003 Object >> Actor >> Pawn >> UnrealPawn
Package: 
UnrealGame
Direct subclasses:
XIntroPawn, XPawn
This class in other games:
UT2004

null

Properties[edit]

Property group 'AI'[edit]

bIsSquadLeader[edit]

Type: bool

only used as startup property

SquadName[edit]

Type: name


Default value: 'Squad'

Property group 'UnrealPawn'[edit]

bNoDefaultInventory[edit]

Type: bool

don't spawn default inventory for this guy

RequiredEquipment[edit]

Type: string

Array size: 16

allow L.D. to modify for single player

Internal variables[edit]

AttackSuitability[edit]

Type: float

range 0 to 1, 0 = pure defender, 1 = pure attacker

Default value: 0.5

bAcceptAllInventory[edit]

Type: bool

can pick up anything

Default value: True

bBlobShadow[edit]

Type: bool

Modifiers: globalconfig


bKeepTaunting[edit]

Type: bool


bPlayerShadows[edit]

Type: bool

Modifiers: globalconfig


bPlayOwnFootsteps[edit]

Type: bool

Modifiers: config


Default value: True

bSoakDebug[edit]

Type: bool

use less verbose version of debug display

CurrentDir[edit]

Type: Actor.EDoubleClickDir


GameObjOffset[edit]

Type: Object.Vector


GameObjRot[edit]

Type: Object.Rotator


LastFootStepTime[edit]

Type: float


LoadOut[edit]

Type: byte


Default value: 255

OptionalEquipment[edit]

Type: string

Array size: 16

player can optionally incorporate into loadout

SelectedEquipment[edit]

Type: byte

Array size: 16

Modifiers: config

what player has selected (replicate using function)

spree[edit]

Type: int


VoiceType[edit]

Type: string


Default value: "UnrealGame.TempVoice"

Default values[edit]

Property Value
AirControl 0.35
AirSpeed 600.0
AmbientGlow 40
BaseEyeHeight 60.0
bCanClimbLadders True
bCanCrouch True
bCanPickupInventory True
bCanStrafe True
bCanSwim True
bMuffledHearing True
bStasis False
Buoyancy 99.0
ControllerClass Class'UnrealGame.Bot'
CrouchHeight 39.0
EyeHeight 60.0
ForceRadius 100.0
ForceScale 2.5
ForceType FT_DragAlong
GroundSpeed 600.0
LightBrightness 70.0
LightHue 40
LightRadius 6.0
LightSaturation 128
MeleeRange 20.0
RotationRate
Member Value
Pitch 0
Roll 2048
Yaw 20000
SightRadius 12000.0
UnderWaterTime 20.0
WalkingPct 0.3

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay[edit]

event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


SetAnimAction[edit]

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


Other instance functions[edit]

AddDefaultInventory[edit]

function AddDefaultInventory ()


BotDodge[edit]

function Object.Vector BotDodge (Object.Vector Dir)


CheckBob[edit]

function CheckBob (float DeltaTime, Object.Vector Y)

Overrides: Pawn.CheckBob


CheckTauntValid[edit]

simulated function bool CheckTauntValid (name Sequence)


ChunkUp[edit]

simulated function ChunkUp (Object.Rotator HitRotation, float ChunkPerterbation)

Overrides: Pawn.ChunkUp


CreateInventory[edit]

function CreateInventory (string InventoryClassName)

Overrides: Pawn.CreateInventory


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Pawn.DisplayDebug


Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: Pawn.Dodge


EndJump[edit]

function EndJump ()


FootStepping[edit]

function FootStepping (int side)


GetDebugName[edit]

function string GetDebugName ()

Overrides: Actor.GetDebugName


GetPlacedRoster[edit]

function RosterEntry GetPlacedRoster ()


GetWeaponBoneFor[edit]

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


HoldGameObject[edit]

function HoldGameObject (GameObject gameObj, name GameObjBone)


IsInLoadout[edit]

function bool IsInLoadout (class<InventoryInventoryClass)


PlayFootStep[edit]

simulated function PlayFootStep (int Side)


SetMovementPhysics[edit]

function SetMovementPhysics ()

Overrides: Pawn.SetMovementPhysics


ShouldUnCrouch[edit]

simulated function ShouldUnCrouch ()


SpawnGibs[edit]

simulated function SpawnGibs (Object.Rotator HitRotation, float ChunkPerterbation)


TakeDrowningDamage[edit]

function TakeDrowningDamage ()

Overrides: Pawn.TakeDrowningDamage


States[edit]

Dying[edit]

Inherits from: Pawn.Dying

Ignores: Dying.AnimEnd, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


Dying.BeginState[edit]

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


TimingOut[edit]

Ignores: AnimEnd, BaseChange, BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, Landed, PhysicsVolumeChange, Trigger

TimingOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TimingOut.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage (global)