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UnrealShare.Nali

Extends
ScriptedPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealShare.ScriptedPawn
         |   
         +-- UnrealShare.Nali

Direct Known Subclasses:

NaliPriest

Variables Summary
boolbCringing
boolbFading
boolbGesture
boolbHasWandered
Nali
boolbNeverBow
WeaponTool
Sounds
soundbackup
soundbowing
soundbreath
soundcough
soundcringe
soundpray
soundsweat
soundsyllable1
soundsyllable2
soundsyllable3
soundsyllable4
soundsyllable5
soundsyllable6
soundurgefollow
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
functionbool AdjustHitLocation (out vector HitLocation, vector TraceDir)
functioneAttitude AttitudeToCreature (Pawn Other)
functioneAttitude AttitudeWithFear ()
function BeginState ()
AlarmPaused
function BeginState ()
FadeOut
function BeginState ()
Retreating
function Bump (actor Other)
Retreating
function Bump (actor Other)
TriggerAlarm
function ChangeDestination ()
Retreating
function damageAttitudeTo (pawn Other)
function EndState ()
FadeOut
function EndState ()
Retreating
function EnemyNotVisible ()
Retreating
function Killed (pawn Killer, pawn Other, name damageType)
function PickDestination ()
Retreating
function PickDestination ()
Roaming
function PickDestination ()
Wandering
function PlayBigDeath (name DamageType)
function PlayCombatMove ()
function PlayDive ()
function PlayDying (name DamageType, vector HitLoc)
function PlayFearSound ()
function PlayGutDeath (name DamageType)
function PlayHeadDeath (name DamageType)
function PlayLanded (float impactVel)
function PlayLeftDeath (name DamageType)
function PlayMeleeAttack ()
function PlayPatrolStop ()
function PlayPatrolStop ()
Guarding
function PlayRangedAttack ()
function PlayRetreating ()
function PlayRightDeath (name DamageType)
function PlayRunning ()
function PlaySwimming ()
function PlayThreatening ()
function PlayTurning ()
function PlayVictoryDance ()
function PlayWaitAround ()
AlarmPaused
function PlayWaiting ()
function PlayWaiting ()
AlarmPaused
function PlayWaitingAmbush ()
function PlayWalking ()
function PostBeginPlay ()
function ReachedHome ()
Retreating
function SeePlayer (actor SeenPlayer)
Retreating
function SetFall ()
Retreating
function SpeakPrayer ()
function Step ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
FadeOut
function Tick (float DeltaTime)
FadeOut
function TweenToFighter (float tweentime)
function TweenToPatrolStop (float tweentime)
function TweenToRunning (float tweentime)
function TweenToSwimming (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
AlarmPaused Source code
state AlarmPaused
BeginState, PlayWaitAround, PlayWaiting
FadeOut Source code
state FadeOut
BeginState, EndState, TakeDamage, Tick
Guarding Source code
state Guarding
PlayPatrolStop
Retreating Source code
state Retreating
BeginState, Bump, ChangeDestination, EndState, EnemyNotVisible, PickDestination, ReachedHome, SeePlayer, SetFall
Roaming Source code
state Roaming
PickDestination
TriggerAlarm Source code
state TriggerAlarm
Bump
Wandering Source code
state Wandering
PickDestination


Variables Detail

bCringing Source code

var bool bCringing;

bFading Source code

var bool bFading;

bGesture Source code

var bool bGesture;

bHasWandered Source code

var bool bHasWandered;

Nali

bNeverBow Source code

var(Nali) bool bNeverBow;

Tool Source code

var(Nali) Weapon Tool;

Sounds

backup Source code

var(Sounds) sound backup;

bowing Source code

var(Sounds) sound bowing;

breath Source code

var(Sounds) sound breath;

cough Source code

var(Sounds) sound cough;

cringe Source code

var(Sounds) sound cringe;

pray Source code

var(Sounds) sound pray;

sweat Source code

var(Sounds) sound sweat;

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;

urgefollow Source code

var(Sounds) sound urgefollow;


Functions Detail

AdjustHitLocation Source code

function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir )

AttitudeToCreature Source code

function eAttitude AttitudeToCreature ( Pawn Other )

AttitudeWithFear Source code

function eAttitude AttitudeWithFear ( )

BeginState AlarmPaused Source code

function BeginState ( )

BeginState FadeOut Source code

function BeginState ( )

BeginState Retreating Source code

function BeginState ( )

Bump Retreating Source code

function Bump ( actor Other )

Bump TriggerAlarm Source code

function Bump ( actor Other )

ChangeDestination Retreating Source code

function ChangeDestination ( )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other )

EndState FadeOut Source code

function EndState ( )

EndState Retreating Source code

function EndState ( )

EnemyNotVisible Retreating Source code

function EnemyNotVisible ( )

Killed Source code

function Killed ( pawn Killer, pawn Other, name damageType )

PickDestination Retreating Source code

function PickDestination ( )

PickDestination Roaming Source code

function PickDestination ( )

PickDestination Wandering Source code

function PickDestination ( )

PlayBigDeath Source code

function PlayBigDeath ( name DamageType )

PlayCombatMove Source code

function PlayCombatMove ( )

PlayDive Source code

function PlayDive ( )

PlayDying Source code

function PlayDying ( name DamageType, vector HitLoc )

PlayFearSound Source code

function PlayFearSound ( )

PlayGutDeath Source code

function PlayGutDeath ( name DamageType )

PlayHeadDeath Source code

function PlayHeadDeath ( name DamageType )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayLeftDeath Source code

function PlayLeftDeath ( name DamageType )

PlayMeleeAttack Source code

function PlayMeleeAttack ( )

PlayPatrolStop Source code

function PlayPatrolStop ( )

PlayPatrolStop Guarding Source code

function PlayPatrolStop ( )

PlayRangedAttack Source code

function PlayRangedAttack ( )

PlayRetreating Source code

function PlayRetreating ( )

PlayRightDeath Source code

function PlayRightDeath ( name DamageType )

PlayRunning Source code

function PlayRunning ( )

PlaySwimming Source code

function PlaySwimming ( )

PlayThreatening Source code

function PlayThreatening ( )

PlayTurning Source code

function PlayTurning ( )

PlayVictoryDance Source code

function PlayVictoryDance ( )

PlayWaitAround AlarmPaused Source code

function PlayWaitAround ( )

PlayWaiting Source code

function PlayWaiting ( )

PlayWaiting AlarmPaused Source code

function PlayWaiting ( )

PlayWaitingAmbush Source code

function PlayWaitingAmbush ( )

PlayWalking Source code

function PlayWalking ( )

PostBeginPlay Source code

function PostBeginPlay ( )

ReachedHome Retreating Source code

function ReachedHome ( )

SeePlayer Retreating Source code

function SeePlayer ( actor SeenPlayer )

SetFall Retreating Source code

function SetFall ( )

SpeakPrayer Source code

function SpeakPrayer ( )

Step Source code

function Step ( )

TakeDamage FadeOut Source code

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

Tick FadeOut Source code

function Tick ( float DeltaTime )

TweenToFighter Source code

function TweenToFighter ( float tweentime )

TweenToPatrolStop Source code

function TweenToPatrolStop ( float tweentime )

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 )


Defaultproperties

defaultproperties
{
     syllable1=Sound'UnrealShare.Nali.syl1n'
     syllable2=Sound'UnrealShare.Nali.syl2n'
     syllable3=Sound'UnrealShare.Nali.syl3n'
     syllable4=Sound'UnrealShare.Nali.syl4n'
     syllable5=Sound'UnrealShare.Nali.syl5n'
     syllable6=Sound'UnrealShare.Nali.syl6n'
     urgefollow=Sound'UnrealShare.Nali.follow1n'
     Cringe=Sound'UnrealShare.Nali.cringe2n'
     Cough=Sound'UnrealShare.Nali.cough1n'
     Sweat=Sound'UnrealShare.Nali.sweat1n'
     Bowing=Sound'UnrealShare.Nali.bowing1n'
     Backup=Sound'UnrealShare.Nali.backup2n'
     pray=Sound'UnrealShare.Nali.pray1n'
     Breath=Sound'UnrealShare.Nali.breath1n'
     CarcassType=Class'UnrealShare.NaliCarcass'
     TimeBetweenAttacks=0.500000
     Aggressiveness=-10.000000
     RefireRate=0.500000
     bHasRangedAttack=True
     bIsWuss=True
     Acquire=Sound'UnrealShare.Nali.contct1n'
     Fear=Sound'UnrealShare.Nali.fear1n'
     Roam=Sound'UnrealShare.Nali.breath1n'
     Threaten=Sound'UnrealShare.Nali.contct3n'
     MeleeRange=40.000000
     GroundSpeed=300.000000
     WaterSpeed=100.000000
     AccelRate=900.000000
     JumpZ=-1.000000
     SightRadius=1500.000000
     Health=40
     UnderWaterTime=6.000000
     AttitudeToPlayer=ATTITUDE_Friendly
     Intelligence=BRAINS_HUMAN
     HitSound1=Sound'UnrealShare.Nali.injur1n'
     HitSound2=Sound'UnrealShare.Nali.injur2n'
     Die=Sound'UnrealShare.Nali.death1n'
     DrawType=DT_Mesh
     Mesh=Mesh'UnrealShare.Nali1'
     CollisionRadius=24.000000
     CollisionHeight=48.000000
     Buoyancy=95.000000
     RotationRate=(Pitch=2048,Yaw=40000,Roll=0)
}

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Creation time: Sun 21/2/2010 23:49:48.233 - Created with UnCodeX