UE3:UTPawnSoundGroup (UT3)
Object >> UTPawnSoundGroup |
- Package:
- UTGame
- Direct subclasses:
- UTPawnSoundGroup_HumanFemale, UTPawnSoundGroup_Krall, UTPawnSoundGroup_Liandri, UTPawnSoundGroup_NecrisMale
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
BodyExplosionSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Explosion_Cue'
BulletImpactSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Bullet_Cue'
CrushedSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_Crush_Cue'
DefaultFootstepSound
Type: SoundCue
default footstep sound used when a given material type is not found in the list
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DefaultCue'
DefaultJumpingSound
Type: SoundCue
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue'
DefaultLandingSound
Type: SoundCue
Default value: SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue'
DodgeSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_Dodge_Cue'
DoubleJumpSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_DoubleJump_Cue'
DrownSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_MaleDrowning_Cue'
DyingSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_Death_Cue'
FallingDamageLandSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_LandHeavy_Cue'
FootstepSounds
Type: array<FootstepSoundInfo>
footstep sound effect to play per material type
Default value, index 0:
Member | Value |
---|---|
MaterialType | 'Stone' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneCue' |
Default value, index 1:
Member | Value |
---|---|
MaterialType | 'Dirt' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtCue' |
Default value, index 2:
Member | Value |
---|---|
MaterialType | 'Energy' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyCue' |
Default value, index 3:
Member | Value |
---|---|
MaterialType | 'Flesh_Human' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue' |
Default value, index 4:
Member | Value |
---|---|
MaterialType | 'Foliage' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageCue' |
Default value, index 5:
Member | Value |
---|---|
MaterialType | 'Glass' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateCue' |
Default value, index 6:
Member | Value |
---|---|
MaterialType | 'Water' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue' |
Default value, index 7:
Member | Value |
---|---|
MaterialType | 'ShallowWater' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowCue' |
Default value, index 8:
Member | Value |
---|---|
MaterialType | 'Metal' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalCue' |
Default value, index 9:
Member | Value |
---|---|
MaterialType | 'Snow' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowCue' |
Default value, index 10:
Member | Value |
---|---|
MaterialType | 'Wood' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodCue' |
GaspSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_MGasp_Cue'
GibSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_DeathInstant_Cue'
HitSounds
Type: SoundCue
Array size: 3
Default value, index 0: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainSmall_Cue'
Default value, index 1: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainMedium_Cue'
Default value, index 2: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_PainLarge_Cue'
InstagibSound
Type: SoundCue
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_InstaGib_Cue'
JumpingSounds
Type: array<FootstepSoundInfo>
Default value, index 0:
Member | Value |
---|---|
MaterialType | 'Stone' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneJumpCue' |
Default value, index 1:
Member | Value |
---|---|
MaterialType | 'Dirt' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue' |
Default value, index 2:
Member | Value |
---|---|
MaterialType | 'Energy' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyJumpCue' |
Default value, index 3:
Member | Value |
---|---|
MaterialType | 'Flesh_Human' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshJumpCue' |
Default value, index 4:
Member | Value |
---|---|
MaterialType | 'Foliage' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageJumpCue' |
Default value, index 5:
Member | Value |
---|---|
MaterialType | 'Glass' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateJumpCue' |
Default value, index 6:
Member | Value |
---|---|
MaterialType | 'GlassBroken' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenJumpCue' |
Default value, index 7:
Member | Value |
---|---|
MaterialType | 'Grass' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassJumpCue' |
Default value, index 8:
Member | Value |
---|---|
MaterialType | 'Metal' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue' |
Default value, index 9:
Member | Value |
---|---|
MaterialType | 'Mud' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudJumpCue' |
Default value, index 10:
Member | Value |
---|---|
MaterialType | 'Metal' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue' |
Default value, index 11:
Member | Value |
---|---|
MaterialType | 'Snow' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowJumpCue' |
Default value, index 12:
Member | Value |
---|---|
MaterialType | 'Tile' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileJumpCue' |
Default value, index 13:
Member | Value |
---|---|
MaterialType | 'Water' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepJumpCue' |
Default value, index 14:
Member | Value |
---|---|
MaterialType | 'ShallowWater' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowJumpCue' |
Default value, index 15:
Member | Value |
---|---|
MaterialType | 'Wood' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodJumpCue' |
LandingSounds
Type: array<FootstepSoundInfo>
Default value, index 0:
Member | Value |
---|---|
MaterialType | 'Stone' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneLandCue' |
Default value, index 1:
Member | Value |
---|---|
MaterialType | 'Dirt' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue' |
Default value, index 2:
Member | Value |
---|---|
MaterialType | 'Energy' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyLandCue' |
Default value, index 3:
Member | Value |
---|---|
MaterialType | 'Flesh_Human' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshLandCue' |
Default value, index 4:
Member | Value |
---|---|
MaterialType | 'Foliage' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageLandCue' |
Default value, index 5:
Member | Value |
---|---|
MaterialType | 'Glass' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateLandCue' |
Default value, index 6:
Member | Value |
---|---|
MaterialType | 'GlassBroken' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenLandCue' |
Default value, index 7:
Member | Value |
---|---|
MaterialType | 'Grass' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassLandCue' |
Default value, index 8:
Member | Value |
---|---|
MaterialType | 'Metal' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue' |
Default value, index 9:
Member | Value |
---|---|
MaterialType | 'Mud' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudLandCue' |
Default value, index 10:
Member | Value |
---|---|
MaterialType | 'Metal' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue' |
Default value, index 11:
Member | Value |
---|---|
MaterialType | 'Snow' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowLandCue' |
Default value, index 12:
Member | Value |
---|---|
MaterialType | 'Tile' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileLandCue' |
Default value, index 13:
Member | Value |
---|---|
MaterialType | 'Water' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue' |
Default value, index 14:
Member | Value |
---|---|
MaterialType | 'ShallowWater' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowLandCue' |
Default value, index 15:
Member | Value |
---|---|
MaterialType | 'Wood' |
Sound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodLandCue' |
LandSound
Type: SoundCue
Default value: SoundCue'A_Character_IGMale_Cue.Efforts.A_Effort_IGMale_LandLight_Cue'
Structs
FootstepSoundInfo
Static functions
GetFootstepSound
GetJumpSound
GetLandSound
PlayBodyExplosion
PlayBulletImpact
PlayCrushedSound
PlayDodgeSound
PlayDoubleJumpSound
PlayDrownSound
PlayDyingSound
PlayFallingDamageLandSound
PlayGaspSound
PlayGibSound
PlayInstagibSound
PlayJumpSound
PlayLandSound
PlayTakeHitSound
play sound when taking a hit this sound should be played replicated