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UnrealI.SkaarjPlayerBot

Extends
Bots

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.Bots
         |   
         +-- UnrealI.SkaarjPlayerBot

Variables Summary
Inherited Variables from UnrealShare.Bots
Accuracy, Aggressiveness, AmbushSpot, bCamping, bCanDuck, bCanFire, bChangeDir, bClearShot, bCrouching, bFiringPaused, bFirstHatePlayer, bFrustrated, bGathering, bGreenBlood, bIsWuss, bLeadTarget, bMoraleBoosted, bNoClearSpecial, bNoShootDecor, bReadyToAttack, breathagain, bSpecialGoal, bSpecialPausing, bStrafeDir, bVerbose, bViewTarget, bWallAdjust, bWantsToCamp, bWarnTarget, CampingRate, CampTime, CarcassType, Die2, Die3, Die4, drown, EnemyDropped, FavoriteWeapon, Footstep1, Footstep2, Footstep3, GaspSound, HidingSpot, HitSound3, HitSound4, HuntStartTime, JumpSound, LandGrunt, LastCampCheck, LastInvFind, LastPainAnim, LastPainTime, NextAnim, numHuntPaths, OldEnemy, OrderObject, PlayerDeaths, PlayerKills, Pointer, RefireRate, TeamLeader, TimeBetweenAttacks, UWHit1, UWHit2, 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
function Landed (vector HitNormal)
FallingState
function PlayChallenge ()
function PlayCrawling ()
function PlayDodge (bool bDuckLeft)
function PlayDuck ()
function PlayDying (name DamageType, vector HitLoc)
function PlayFeignDeath ()
function PlayFiring ()
function PlayGutHit (float tweentime)
function PlayHeadHit (float tweentime)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayLeftHit (float tweentime)
function PlayRightHit (float tweentime)
function PlayRising ()
function PlayRunning ()
function PlaySwimming ()
function PlayTurning ()
function PlayWaiting ()
function PlayWalking ()
function PlayWeaponSwitch (Weapon NewWeapon)
function RunStep ()
function TweenToRunning (float tweentime)
function TweenToSwimming (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
function WalkStep ()
Inherited Functions from UnrealShare.Bots
AdjustAim, AdjustDesireFor, AdjustHitLocation, adjustJump, AdjustSkill, AdjustToss, AnimEnd, AssessThreat, AttitudeTo, BaseChange, BecomeViewTarget, BeginState, Bump, CallForHelp, CanFireAtEnemy, CanStakeOut, ChangeDestination, ChangedWeapon, CheckFutureSight, ChooseAttackMode, EndState, EnemyAcquired, EnemyNotVisible, Falling, FearThisSpot, FindAmbushSpot, FindBestPathToward, FindViewSpot, FireWeapon, Gasp, Gibbed, GiveUpTactical, HaltFiring, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HitWall, JumpOffPawn, JumpOutOfWater, KeepAttacking, Killed, Landed, LongFall, MayFall, NearWall, NeedToTurn, PainTimer, PickDestination, PickNextSpot, PickRegDestination, PlayChallenge, PlayCombatMove, PlayDeathHit, PlayDodge, PlayDyingSound, PlayFiring, PlayFootStep, PlayGutHit, PlayHeadHit, PlayHit, PlayHitAnim, PlayLeftHit, PlayMeleeAttack, PlayMovingAttack, PlayOutOfWater, PlayRangedAttack, PlayRightHit, PlayTakeHitSound, PreBeginPlay, PreSetMovement, ReachedHome, RelativeStrength, ReSetSkill, ReStartPlayer, SeePlayer, SetAlertness, SetEnemy, SetFall, SetMovementPhysics, ShareWithTeam, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, StopWaiting, StrafeAdjust, StrafeFromDamage, SwitchToBestWeapon, TakeDamage, TestDirection, Timer, Trigger, TryStrafe, TryToCrouch, TryToDuck, TryToward, UpdateEyeHeight, 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
FallingState Source code
state FallingState
Landed


Functions Detail

Landed FallingState Source code

function Landed ( vector HitNormal )

PlayChallenge Source code

function PlayChallenge ( )

PlayCrawling Source code

function PlayCrawling ( )

PlayDodge Source code

function PlayDodge ( bool bDuckLeft )

PlayDuck Source code

function PlayDuck ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLoc )

PlayFeignDeath Source code

function PlayFeignDeath ( )

PlayFiring Source code

function PlayFiring ( )

PlayGutHit Source code

function PlayGutHit ( float tweentime )

PlayHeadHit Source code

function PlayHeadHit ( float tweentime )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLeftHit Source code

function PlayLeftHit ( float tweentime )

PlayRightHit Source code

function PlayRightHit ( float tweentime )

PlayRising Source code

function PlayRising ( )

PlayRunning Source code

function PlayRunning ( )

PlaySwimming Source code

function PlaySwimming ( )

PlayTurning Source code

function PlayTurning ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWalking Source code

function PlayWalking ( )

PlayWeaponSwitch Source code

function PlayWeaponSwitch ( Weapon NewWeapon )

RunStep Source code

simulated function RunStep ( )

TweenToRunning 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 )

WalkStep Source code

simulated function WalkStep ( )


Defaultproperties

defaultproperties
{
     CarcassType=Class'UnrealI.TrooperCarcass'
     drown=Sound'UnrealI.Skaarj.SKPDrown1'
     breathagain=Sound'UnrealI.Skaarj.SKPGasp1'
     Footstep1=Sound'UnrealShare.Cow.walkC'
     Footstep2=Sound'UnrealShare.Cow.walkC'
     Footstep3=Sound'UnrealShare.Cow.walkC'
     HitSound3=Sound'UnrealI.Skaarj.SKPInjur3'
     HitSound4=Sound'UnrealI.Skaarj.SKPInjur4'
     Die2=Sound'UnrealI.Skaarj.SKPDeath2'
     Die3=Sound'UnrealI.Skaarj.SKPDeath3'
     Die4=Sound'UnrealI.Skaarj.SKPDeath3'
     GaspSound=Sound'UnrealI.Skaarj.SKPGasp1'
     UWHit1=Sound'UnrealShare.Male.MUWHit1'
     UWHit2=Sound'UnrealShare.Male.MUWHit2'
     LandGrunt=Sound'UnrealI.Skaarj.Land1SK'
     JumpSound=Sound'UnrealI.Skaarj.SKPJump1'
     JumpZ=360.000000
     BaseEyeHeight=24.750000
     Health=120
     HitSound1=Sound'UnrealI.Skaarj.SKPInjur1'
     HitSound2=Sound'UnrealI.Skaarj.SKPInjur2'
     Die=Sound'UnrealI.Skaarj.SKPDeath1'
     Skin=Texture'UnrealI.Skins.sktrooper1'
     Mesh=Mesh'UnrealI.sktrooper'
     bMeshCurvy=False
     CollisionRadius=32.000000
     CollisionHeight=42.000000
     Mass=120.000000
     Buoyancy=118.800003
}

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Creation time: Sun 21/2/2010 23:49:49.169 - Created with UnCodeX