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UnrealI.Krall

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealI.Krall

Direct Known Subclasses:

KrallElite, LeglessKrall

Variables Summary
boolAttackSuccess
boolbHasDice
boolbHeldDice
floatLastDuckTime
namephrase
bytephrasesyllable
DiceToy1
DiceToy2
floatvoicePitch
Krall
boolbDicePlayer
boolbSleeping
boolbSpearToss
floatMinDuckTime
bytePoundDamage
byteStrikeDamage
byteThrowDamage
Sounds
sounddie2
soundspearHit
soundspearThrow
soundstrike1
soundstrike2
soundsyllable1
soundsyllable2
soundsyllable3
soundsyllable4
soundsyllable5
soundsyllable6
soundtwirl
Inherited Variables from UnrealShare.ScriptedPawn
Acquire, Aggressiveness, bCanBePissed, bCanDuck, bCanFire, bCanSpeak, bChangeDir, bClearShot, bCrouching, bDelayedPatrol, bFiringPaused, bFirstHatePlayer, bFirstShot, bFrustrated, bGreenBlood, bHasRangedAttack, bHateWhenTriggered, bIgnoreFriends, bInitialFear, bIsBoss, bIsSpeaking, bIsWuss, bLeadTarget, bMoraleBoosted, bMovingRangedAttack, bNoWait, bQuiet, bReadyToAttack, bSpecialGoal, bSpecialPausing, bStrafeDir, bTeamLeader, bTeamSpeaking, bWarnTarget, CarcassType, Fear, FirstHatePlayerEvent, Hated, HidingSpot, HuntStartTime, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, Orders, OrderTag, ProjectileSpeed, RangedProjectile, ReFireRate, Roam, RoamStartTime, Team, TeamID, TeamLeader, TeamTag, Threaten, TimeBetweenAttacks, WalkingSpeed
Inherited Variables from Engine.Pawn
AccelRate, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsHuman, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
functioneAttitude AttitudeToCreature (Pawn Other)
functionbool CanFireAtEnemy ()
function GrabDice ()
function PlayAcquisitionSound ()
function PlayBigDeath (name DamageType)
function PlayChallenge ()
function PlayDive ()
function PlayFearSound ()
function PlayGutDeath (name DamageType)
function PlayHeadDeath (name DamageType)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayLeftDeath (name DamageType)
function PlayMeleeAttack ()
function PlayMovingAttack ()
function PlayOutOfWater ()
function PlayPatrolStop ()
function PlayRangedAttack ()
function PlayRightDeath (name DamageType)
function PlayRoamingSound ()
function PlayRunning ()
function PlaySwimming ()
function PlayTakeHit (float tweentime, vector HitLoc, int damage)
function PlayThreatening ()
function PlayThreateningSound ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaiting ()
function PlayWaitingAmbush ()
function PlayWalking ()
function PoundDamageTarget ()
function PreBeginPlay ()
function SetMovementPhysics ()
function ShotMove ()
functionCarcass SpawnCarcass ()
function SpawnShot ()
function Speak ()
function SpeakOrderTo (ScriptedPawn TeamMember)
function SpeakTo (ScriptedPawn Other)
function SpeechTimer ()
function StrikeDamageTarget ()
function ThrowDamageTarget ()
function ThrowDice ()
function ThrowTarget ()
function TryToDuck (vector duckDir, bool bReversed)
function TweenToFalling ()
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToRunning (float tweentime)
TacticalMove
function TweenToSwimming (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function ZoneChange (ZoneInfo newZone)
Inherited Functions from UnrealShare.ScriptedPawn
AdjustAim, adjustJump, AdjustToss, AlarmDone, AnimEnd, AnnoyedBy, AttitudeTo, AttitudeToCreature, AttitudeWithFear, BeginState, Bump, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChooseAttackMode, ChooseLeaderAttack, ChooseTeamAttackFor, damageAttitudeTo, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAlarm, FindAmbush, FindBestPathToward, FindNextPatrol, FindShootTarget, FindViewSpot, FireProjectile, FireWeapon, Gibbed, GiveUpTactical, HearNoise, HitWall, InitAmbushLoc, InitPatrolLoc, JumpOffPawn, JumpOutOfWater, KeepAttacking, Killed, Landed, LongFall, MayFall, MeleeDamageTarget, NearWall, NeedToTurn, PickDestination, PickGuardDestination, PickNextSpot, PickThreatenDestination, PlayAcquisitionSound, PlayChallenge, PlayCombatMove, PlayDeathHit, PlayFearSound, PlayFiring, PlayGutHit, PlayHeadHit, PlayHit, PlayHitAnim, PlayLeftHit, PlayMeleeAttack, PlayRangedAttack, PlayRightHit, PlayRoamingSound, PlayThreateningSound, PlayWaitAround, PreBeginPlay, ReachedHome, RelativeStrength, SeePlayer, SetAlarm, SetAlertness, SetEnemy, SetFall, SetHome, SetMovementPhysics, SetTeam, SpawnCarcass, SpawnGibbedCarcass, Speak, SpeakOrderTo, SpeakTo, StartRoaming, StopFiring, StopWaiting, StrafeAdjust, StrafeFromDamage, TakeDamage, TestDirection, Timer, Touch, Trigger, TriggerFirstHate, TryToCrouch, TryToDuck, ValidRecovery, WarnTarget, WhatToDoNext, ZoneChange
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RestartPlayer, SeePlayer, SendVoiceMessage, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [

States Summary
TacticalMove Source code
state TacticalMove
TweenToRunning


Variables Detail

AttackSuccess Source code

var bool AttackSuccess;

bHasDice Source code

var bool bHasDice;

bHeldDice Source code

var bool bHeldDice;

LastDuckTime Source code

var float LastDuckTime;

phrase Source code

var name phrase;

phrasesyllable Source code

var byte phrasesyllable;

Toy1 Source code

var Dice Toy1;

Toy2 Source code

var Dice Toy2;

voicePitch Source code

var float voicePitch;

Krall

bDicePlayer Source code

var(Krall) bool bDicePlayer;

bSleeping Source code

var(Krall) bool bSleeping;

bSpearToss Source code

var(Krall) bool bSpearToss;

MinDuckTime Source code

var(Krall) float MinDuckTime;

PoundDamage Source code

var(Krall) byte PoundDamage;

StrikeDamage Source code

var(Krall) byte StrikeDamage;

ThrowDamage Source code

var(Krall) byte ThrowDamage;

Sounds

die2 Source code

var(Sounds) sound die2;

spearHit Source code

var(Sounds) sound spearHit;

spearThrow Source code

var(Sounds) sound spearThrow;

strike1 Source code

var(Sounds) sound strike1;

strike2 Source code

var(Sounds) sound strike2;

syllable1 Source code

var(Sounds) sound syllable1;

syllable2 Source code

var(Sounds) sound syllable2;

syllable3 Source code

var(Sounds) sound syllable3;

syllable4 Source code

var(Sounds) sound syllable4;

syllable5 Source code

var(Sounds) sound syllable5;

syllable6 Source code

var(Sounds) sound syllable6;

twirl Source code

var(Sounds) sound twirl;


Functions Detail

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

GrabDice Source code

function GrabDice ( )

PlayAcquisitionSound Source code

function PlayAcquisitionSound ( )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType )

PlayChallenge Source code

function PlayChallenge ( )

PlayDive Source code

function PlayDive ( )

PlayFearSound Source code

function PlayFearSound ( )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayOutOfWater Source code

function PlayOutOfWater ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType )

PlayRoamingSound Source code

function PlayRoamingSound ( )

PlayRunning Source code

function PlayRunning ( )

PlaySwimming Source code

function PlaySwimming ( )

PlayTakeHit Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int damage )

PlayThreatening Source code

function PlayThreatening ( )

PlayThreateningSound Source code

function PlayThreateningSound ( )

PlayTurning Source code

function PlayTurning ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( )

PlayWalking Source code

function PlayWalking ( )

PoundDamageTarget Source code

function PoundDamageTarget ( )

PreBeginPlay Source code

function PreBeginPlay ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

ShotMove Source code

function ShotMove ( )

SpawnCarcass Source code

function Carcass SpawnCarcass ( )

SpawnShot Source code

function SpawnShot ( )

Speak Source code

function Speak ( )

SpeakOrderTo Source code

function SpeakOrderTo ( ScriptedPawn TeamMember )

SpeakTo Source code

function SpeakTo ( ScriptedPawn Other )

SpeechTimer Source code

function SpeechTimer ( )

StrikeDamageTarget Source code

function StrikeDamageTarget ( )

ThrowDamageTarget Source code

function ThrowDamageTarget ( )

ThrowDice Source code

function ThrowDice ( )

ThrowTarget Source code

function ThrowTarget ( )

TryToDuck Source code

function TryToDuck ( vector duckDir, bool bReversed )

TweenToFalling Source code

function TweenToFalling ( )

TweenToFighter Source code

function TweenToFighter ( float tweentime )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime )

TweenToRunning Source code

function TweenToRunning ( float tweentime )

TweenToRunning TacticalMove Source code

function TweenToRunning ( float tweentime )

TweenToSwimming Source code

function TweenToSwimming ( float tweentime )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )

ZoneChange Source code

function ZoneChange ( ZoneInfo newZone )


Defaultproperties

defaultproperties
{
     StrikeDamage=20
     ThrowDamage=30
     PoundDamage=20
     bSpearToss=True
     Strike1=Sound'UnrealI.Krall.strike1k'
     Strike2=Sound'UnrealI.Krall.strike1k'
     Twirl=Sound'UnrealI.Krall.staflp4k'
     syllable1=Sound'UnrealI.Krall.syl1kr'
     syllable2=Sound'UnrealI.Krall.syl2kr'
     syllable3=Sound'UnrealI.Krall.syl3kr'
     syllable4=Sound'UnrealI.Krall.syl4kr'
     syllable5=Sound'UnrealI.Krall.syl5kr'
     syllable6=Sound'UnrealI.Krall.syl6kr'
     Die2=Sound'UnrealI.Krall.death2k'
     spearHit=Sound'UnrealI.Krall.hit2k'
     spearThrow=Sound'UnrealI.Krall.throw1k'
     MinDuckTime=8.000000
     CarcassType=Class'UnrealI.KrallCarcass'
     Aggressiveness=0.500000
     RefireRate=0.500000
     bHasRangedAttack=True
     bMovingRangedAttack=True
     bLeadTarget=False
     RangedProjectile=Class'UnrealI.KraalBolt'
     Acquire=Sound'UnrealI.Krall.chlng1k'
     Fear=Sound'UnrealI.Krall.chlng2k'
     Threaten=Sound'UnrealI.Krall.chlng2k'
     MeleeRange=50.000000
     GroundSpeed=240.000000
     AirSpeed=240.000000
     AccelRate=500.000000
     JumpZ=360.000000
     HearingThreshold=0.000000
     Health=180
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealI.Krall.injur1k'
     HitSound2=Sound'UnrealI.Krall.injur2k'
     Die=Sound'UnrealI.Krall.death1k'
     CombatStyle=0.800000
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealI.KrallM'
     bMeshCurvy=False
     AmbientSound=Sound'UnrealI.Krall.amb1kr'
     TransientSoundVolume=1.500000
     CollisionRadius=25.000000
     CollisionHeight=46.000000
     Mass=140.000000
     Buoyancy=140.000000
     RotationRate=(Pitch=3072,Yaw=60000,Roll=0)
}

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Creation time: Sun 21/2/2010 23:49:47.796 - Created with UnCodeX