UE2:U2Pawn (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to navigation Jump to search
U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn

Contents

Package: 
U2

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

MaxTossedItems

Value: 12


DyingPlacedState

Value: 'DyingPlaced'


MissionFailedState

Value: 'MissionFailed'


CleanupCarcassTimerName

Value: 'CleanupCarcassTimer'


TexExternalPathError

Value: Texture'JLSSBlue'


TexInternalPathError

Value: Texture'JLSSGreen'


TexMinZError

Value: Texture'JLSSCyan'


TexMoveError

Value: Texture'JLSSMagenta'


TexScriptLoadError

Value: Texture'JLSSWhite'


TexScriptRunError

Value: Texture'JLSSRed'


TexOtherError

Value: Texture'JLSSYellow'


TexDormant

Value: Texture'JLSSGrey'


MaxWalkingAnims

Value: 8


MaxCollectMomentumTime

Value: 0.25


Properties

Property group 'AI'

bCanPanic

Type: bool


Default value: True

bFrozen

Type: bool

set to true to have NPC frozen on startup (can't move/shoot/turn)

bInfiniteAmmo

Type: bool

if true NPC never runs out of ammo (all non-bots?)

Default value: True

bReloadsEnabled

Type: bool

if false NPC never reloads weapon

Default value: True

bSentient

Type: bool


bStationary

Type: bool

set to true to have NPC stationary on startup (can't move but can shoot/turn)

CommandFileName

Type: string

file to use with event controller if given/applicable

CommandStartLabel

Type: string

optional label to start at instead of top of script

DeadBuoyancy

Type: float

how much buoyancy NPC should have when dead (default = 0 ==> sinks like pig iron)

Property group 'Pawn'

AnimationControllerClass

Type: class<AnimationControllerInterf>

type of animation controller class to instantiate

Default value: Class'U2.AnimationControllerBase'

AssetsHelperClass

Type: class<AssetsHelperGeneric>

assets (sounds, effects) class

Default value: Class'U2.AssetsHelperGeneric'

bQuickCarcassCleanup

Type: bool

if true, carcass will be cleaned up quickly, otherwise see TimeBeforeCarcassDestroyed

Default value: True

bUsesFlavorText

Type: bool

set to true for NPCs with recognizable dialog (vocals)

CarcassPrePivotZ

Type: float

extra PrePivot Z amount for shared animation situations

DamageFilterClass

Type: class<DamageFilter>


Default value: Class'U2.DamageFilterDefault'

DefaultInventory

Type: array<string>


DefaultWeapon

Type: string


Description

Type: string

Modifiers: localized

for displaying text different from the speaker string

GibSetClass

Type: class<GibSet>

class for gliblety bits

Default value: Class'U2.GibSetGeneric'

LoopDeathAnimRate

Type: float


LowGoreMesh

Type: Mesh


LowGoreMeshGoreLevel

Type: byte


MinTimeBetweenHitSounds

Type: float

don't play hit sounds any closer together than this

Default value: 0.5

TimeBeforeCarcassDestroyed

Type: float

only used if bQuickCarcassCleanup=false, set to 0.0 for carcass to be permanent

Default value: 30.0

TossedItems

Type: string

Array size: MaxTossedItems

things that are spawned and tossed by the Pawn upon death

VoiceListClass

Type: class<VoiceList>

default class of voice package list

VoiceListTag

Type: name

tag of placed voice package list

VoicePackage

Type: string

pawn-specific voice package

Property group 'Sound'

SoundSlotTimerListTag

Type: name

tag of the sound slot timer list placed in the level

Internal variables

See U2Pawn internal variables.

Default values

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

EErrorType

ET_ExternalPath 
ET_InternalPath 
ET_MinZ 
ET_Move 
ET_ScriptLoad 
ET_ScriptRun 
ET_Other 

Structs

MomentumTransferT

float MomentumTransfer 
float Time 
int NumHits 
mdf-tbr: debug

SCurrentStatus

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

name InputName 
name InputValue 

WalkingAnimInfoT

float MinSpeed 
AnimationControllerInterf.EWalkingAnimType WalkingAnimType 

Functions

Static functions

IsPanicDamageType

static function bool IsPanicDamageType (class<DamageTypeDamageType)


Exec functions

Gesture

exec function Gesture (name Sequence, optional float Rate)


PlayTaunt

exec function PlayTaunt ()


Taunt

exec function Taunt (name Sequence)


TestMissionFailed

exec function TestMissionFailed (name ViewTargetTag)


Events

BreathTimer

event BreathTimer ()

Overrides: Pawn.BreathTimer


Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


DialogBegin

event DialogBegin (Actor Other)

Overrides: Actor.DialogBegin


DialogEnd

event DialogEnd ()

Overrides: Actor.DialogEnd


FellOutOfWorld

event FellOutOfWorld ()

Overrides: Pawn.FellOutOfWorld


KImpact

event KImpact (Actor other, Object.Vector pos, Object.Vector impactVel, Object.Vector impactNorm)

Overrides: Actor.KImpact


LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LicenseePawn.LandedEx


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: LicenseePawn.PreBeginPlay


Replication

event Replication ()

Overrides: Pawn.Replication


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions

See U2Pawn instance functions.

States

@DyingPlacedState

Extends: @DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@DyingPlacedState.AnimEnd

event AnimEnd (int Channel)

Overrides: [email protected]


@DyingPlacedState.BaseChange

singular event BaseChange ()

Overrides: [email protected]


@DyingPlacedState.BeginState

event BeginState ()

Overrides: @DyingState.BeginState


@DyingPlacedState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: @DyingState.LandedEx


@DyingPlacedState.SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState (global)


@DyingPlacedState.Timer

event Timer ()

Overrides: @DyingState.Timer


@DyingPlacedState.DropEnergy

function DropEnergy ()

Overrides: DropEnergy (global)


@DyingPlacedState.LandThump

function LandThump ()

Overrides: @DyingState.LandThump


@DyingPlacedState.LieStill

function LieStill ()

Overrides: @DyingState.LieStill


@DyingState

Inherits from: Pawn.@DyingState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@DyingState.BeginState

event BeginState ()

Overrides: [email protected]


@DyingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@DyingState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


@DyingState.Tick

event Tick (float DeltaSeconds)

Overrides: Tick (global)


@DyingState.Timer

event Timer ()

Overrides: [email protected]


@DyingState.ChunkUp

function ChunkUp ()

Overrides: ChunkUp (global)


@DyingState.CleanupCarcass

function CleanupCarcass ()


@DyingState.CleanupCarcassTimer

function CleanupCarcassTimer ()


@DyingState.CleanupShadows

function CleanupShadows ()


@DyingState.HandleCarcassCleanup

function HandleCarcassCleanup ()


@DyingState.LandThump

function LandThump ()

Overrides: [email protected]


@DyingState.LieStill

function LieStill ()

Overrides: [email protected]


@DyingState.NotifyRagdollCollisionChange

function NotifyRagdollCollisionChange ()

Overrides: NotifyRagdollCollisionChange (global)


@DyingState.NotifyRagdollDeathEnded

function NotifyRagdollDeathEnded ()

Overrides: NotifyRagdollDeathEnded (global)


@DyingState.ReduceCylinder

function ReduceCylinder ()

Overrides: [email protected]


@DyingState.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Pawn.Trigger (global)


@MissionFailedState

Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange

@MissionFailedState.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


@MissionFailedState.BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


@MissionFailedState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@MissionFailedState.LandedEx

event LandedEx (Actor.CheckResult Hit)

Overrides: LandedEx (global)


@MissionFailedState.Died

function Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation, Object.Vector Momentum)

Overrides: Died (global)


@MissionFailedState.LandThump

function LandThump ()


@MissionFailedState.LieStill

function LieStill ()


@MissionFailedState.PlayTakeHit

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: Pawn.PlayTakeHit (global)


@MissionFailedState.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)


@MissionFailedState.TakeDamage

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

Overrides: TakeDamage (global)