UE2:UnrealPawn (UT2004)

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UT2004 Object >> Actor >> Pawn >> UnrealPawn
Package: 
UnrealGame

null

Properties

Property group 'AI'

bIsSquadLeader

Type: bool

only used as startup property

SquadName

Type: name


Default value: 'Squad'

Property group 'UnrealPawn'

bNoDefaultInventory

Type: bool

don't spawn default inventory for this guy

RequiredEquipment

Type: string

Array size: 16

allow L.D. to modify for single player

Internal variables

AttackSuitability

Type: float

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

Default value: 0.5

bAcceptAllInventory

Type: bool

can pick up anything

Default value: True

bBlobShadow

Type: bool

Modifiers: globalconfig


bKeepTaunting

Type: bool


bPlayerShadows

Type: bool

Modifiers: globalconfig


Default value: True

bPlayOwnFootsteps

Type: bool

Modifiers: config


Default value: True

bSoakDebug

Type: bool

use less verbose version of debug display

CurrentDir

Type: Actor.EDoubleClickDir


GameObjOffset

Type: Object.Vector


GameObjRot

Type: Object.Rotator


LastFootStepTime

Type: float


LoadOut

Type: byte


Default value: 255

OptionalEquipment

Type: string

Array size: 16

player can optionally incorporate into loadout

SelectedEquipment

Type: byte

Array size: 16

Modifiers: config

what player has selected (replicate using function)

spree

Type: int


VoiceType

Type: string


Default values

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
bUseCylinderCollision True
ControllerClass Class'UnrealGame.Bot'
CrouchedPct 0.3
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

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


Other instance functions

AddDefaultInventory

function AddDefaultInventory ()


BotDodge

function Object.Vector BotDodge (Object.Vector Dir)


CheckBob

function CheckBob (float DeltaTime, Object.Vector Y)

Overrides: Pawn.CheckBob


ChunkUp

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

Overrides: Pawn.ChunkUp


CreateInventory

function CreateInventory (string InventoryClassName)

Overrides: Pawn.CreateInventory


DisplayDebug

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

Overrides: Pawn.DisplayDebug


Dodge

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: Pawn.Dodge


DropFlag

function DropFlag ()

Overrides: Pawn.DropFlag


EndJump

function EndJump ()


FindValidTaunt

simulated function bool FindValidTaunt (out name Sequence)

Overrides: Pawn.FindValidTaunt


FootStepping

function FootStepping (int side)


GetDebugName

function string GetDebugName ()

Overrides: Actor.GetDebugName


GetPlacedRoster

function RosterEntry GetPlacedRoster ()


GetSpree

function int GetSpree ()

Overrides: Pawn.GetSpree


GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


gibbedBy

function gibbedBy (Actor Other)

Overrides: Pawn.gibbedBy


HoldFlag

function HoldFlag (Actor FlagActor)

Overrides: Pawn.HoldFlag


HoldGameObject

function HoldGameObject (GameObject gameObj, name GameObjBone)


IncrementSpree

function IncrementSpree ()

Overrides: Pawn.IncrementSpree


IsInLoadout

function bool IsInLoadout (class<InventoryInventoryClass)

Overrides: Pawn.IsInLoadout


PerformDodge

function bool PerformDodge (Actor.EDoubleClickDir DoubleClickMove, Object.Vector Dir, Object.Vector Cross)

Overrides: Pawn.PerformDodge


PlayFootStep

simulated function PlayFootStep (int Side)


SetMovementPhysics

function SetMovementPhysics ()

Overrides: Pawn.SetMovementPhysics


ShouldUnCrouch

simulated function ShouldUnCrouch ()


SpawnGibs

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


TakeDrowningDamage

function TakeDrowningDamage ()

Overrides: Pawn.TakeDrowningDamage


States

Dying

Inherits from: Pawn.Dying

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

Dying.BaseChange

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


Dying.BeginState

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


TimingOut

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

TimingOut.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


TimingOut.TakeDamage

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

Overrides: Pawn.TakeDamage (global)