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UnrealI.Warlord

Extends
ScriptedPawn

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

Variables Summary
floatLastDuckTime
Warlord
boolbTeleportWhenHurt
byteStrikeDamage
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
function AnimEnd ()
Mutilating
function BeginState ()
Charging
function BeginState ()
Mutilating
function BeginState ()
TacticalMove
function BeginState ()
Teleporting
function Bump (actor Other)
Mutilating
functionbool CanFireAtEnemy ()
function Died (pawn Killer, name damageType, vector HitLocation)
function EnemyAcquired ()
Mutilating
function Falling ()
function Flap ()
function HitWall (vector HitNormal, actor Wall)
Charging
function HitWall (vector HitNormal, actor Wall)
TacticalMove
event Landed (vector HitNormal)
function Landed (vector HitNormal)
Mutilating
function PlayChallenge ()
function PlayDying (name DamageType, vector HitLocation)
function PlayInAir ()
function PlayLanded (float impactVel)
function PlayMeleeAttack ()
function PlayMovingAttack ()
function PlayPatrolStop ()
function PlayRangedAttack ()
function PlayRunning ()
function PlayTakeHit (float tweentime, vector HitLoc, int damage)
function PlayThreatening ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaiting ()
function PlayWaitingAmbush ()
function PlayWalking ()
function PreSetMovement ()
function SetMovementPhysics ()
function Step ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Mutilating
function Tick (float DeltaTime)
Teleporting
function TryToDuck (vector duckDir, bool bReversed)
function TweenToFalling ()
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToWaiting (float tweentime)
function TweenToWalking (float tweentime)
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
Charging Source code
state Charging
BeginState, HitWall
Mutilating Source code
state Mutilating
AnimEnd, BeginState, Bump, EnemyAcquired, Landed, TakeDamage
TacticalMove Source code
state TacticalMove
BeginState, HitWall
Teleporting Source code
state Teleporting
BeginState, Tick


Variables Detail

LastDuckTime Source code

var float LastDuckTime;

Warlord

bTeleportWhenHurt Source code

var(Warlord) bool bTeleportWhenHurt;

StrikeDamage Source code

var(Warlord) byte StrikeDamage;


Functions Detail

AnimEnd Mutilating Source code

function AnimEnd ( )

BeginState Charging Source code

function BeginState ( )

BeginState Mutilating Source code

function BeginState ( )

BeginState TacticalMove Source code

function BeginState ( )

BeginState Teleporting Source code

function BeginState ( )

Bump Mutilating Source code

function Bump ( actor Other )

CanFireAtEnemy Source code

function bool CanFireAtEnemy ( )

Died Source code

function Died ( pawn Killer, name damageType, vector HitLocation )

EnemyAcquired Mutilating Source code

function EnemyAcquired ( )

Falling Source code

singular function Falling ( )

Flap Source code

function Flap ( )

HitWall Charging Source code

function HitWall ( vector HitNormal, actor Wall )

HitWall TacticalMove Source code

function HitWall ( vector HitNormal, actor Wall )

Landed Source code

event Landed ( vector HitNormal )

Landed Mutilating Source code

function Landed ( vector HitNormal )

PlayChallenge Source code

function PlayChallenge ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLocation )

PlayInAir Source code

function PlayInAir ( )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayMovingAttack Source code

function PlayMovingAttack ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRunning Source code

function PlayRunning ( )

PlayTakeHit Source code

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

PlayThreatening Source code

function PlayThreatening ( )

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 ( )

PreSetMovement Source code

function PreSetMovement ( )

SetMovementPhysics Source code

function SetMovementPhysics ( )

Step Source code

function Step ( )

TakeDamage Mutilating Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

Tick Teleporting Source code

function Tick ( float DeltaTime )

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 )

TweenToWaiting Source code

function TweenToWaiting ( float tweentime )

TweenToWalking Source code

function TweenToWalking ( float tweentime )


Defaultproperties

defaultproperties
{
     StrikeDamage=40
     CarcassType=Class'UnrealI.WarlordCarcass'
     Aggressiveness=0.500000
     RefireRate=0.700000
     WalkingSpeed=0.250000
     bHasRangedAttack=True
     bMovingRangedAttack=True
     bIsBoss=True
     RangedProjectile=Class'UnrealI.WarlordRocket'
     Acquire=Sound'UnrealI.WarLord.acquire1WL'
     Fear=Sound'UnrealI.WarLord.threat1WL'
     Roam=Sound'UnrealI.WarLord.roam1WL'
     Threaten=Sound'UnrealI.WarLord.threat1WL'
     bCanStrafe=True
     MeleeRange=70.000000
     GroundSpeed=440.000000
     AirSpeed=440.000000
     AccelRate=1500.000000
     SightRadius=3000.000000
     Health=1100
     ReducedDamageType=exploded
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealI.WarLord.injur1WL'
     HitSound2=Sound'UnrealI.WarLord.injur2WL'
     Die=Sound'UnrealI.WarLord.DeathCry1WL'
     CombatStyle=0.500000
     NameArticle=" the "
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealI.WarlordM'
     TransientSoundVolume=12.000000
     CollisionRadius=52.000000
     CollisionHeight=78.000000
     Mass=1000.000000
}

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Creation time: Sun 21/2/2010 23:49:50.401 - Created with UnCodeX