U2AI.U2PawnBasic
- Extends
- U2PawnBase
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.LicenseePawn
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+-- U2.U2Pawn
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+-- U2AI.U2PawnBase
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+-- U2AI.U2PawnBasic
Direct Known Subclasses:
U2AraknidBase, U2DrakkBoss, U2DrakkBossUpper, U2DrakkDroid, U2DrakkLight, U2DrakkMedium, U2FlyingSnake, U2KaiBase, U2KillerTadpole, U2Mukhogg, U2Parata, U2PawnAdvanced, U2Rammer, U2Seagoat, U2SeagoatStowaway, U2ShianWarrior, U2ShianWorker, U2SkaarjBase, U2Snipe, U2Tosc, U2Uglyfish
Inherited Contants from U2.U2Pawn |
CleanupCarcassTimerName, DyingPlacedState, MaxCollectMomentumTime, MaxTossedItems, MaxWalkingAnims, MissionFailedState, TexDormant, TexExternalPathError, TexInternalPathError, TexMinZError, TexMoveError, TexOtherError, TexScriptLoadError, TexScriptRunError |
Inherited Variables from U2AI.U2PawnBase |
AlertOthersRadius, bAlertOthersRequiresLOS, bAvoidFriendlyBumps, bCanStrafeScripted, bCanWanderOffLedges, bDistressedWandering, BecomeAggressiveHealthRatio, bLookForAlertFriends, bWanderCanKillIfStuck, bWanderCanTeleportIfStuck, bWanderEndRotation, bWanderLookAtDestination, LandShakeDuration, LandShakeMagnitude, LandShakeRadius, LandSoundPitch, LandSoundRadius, LandSounds, LandSoundSlot, RotationRateYawScripted, RotationRateYawScriptedDialog, StepShakeDuration, StepShakeMagnitude, StepShakeRadius, StepSoundPitch, StepSoundRadius, StepSounds, StepSoundVolume, StrafingAbility, WanderAvoidObstructionOdds, WanderAvoidPawnDiffDistance, WanderAvoidPawnSameDistance, WanderCantMoveWaitTime, WanderDistMax, WanderDistMin, WanderEndRotationRate, WanderMaxAvoidDistance, WanderMaxZComponent, WanderMinAdustedSize, WanderPauseMax, WanderPauseMin, WanderPauseOdds, WanderSpeedMax, WanderSpeedMin, WanderSpreadAngle, WanderTurnToDestinationOdds, WanderViewBlockedDistance, WanderViewBlockedTurnOdds |
Inherited Variables from U2.U2Pawn |
AdditionalDamageFilters, AlternateUseManagers, AnimationController, AnimationControllerClass, AssetsHelperClass, bCanKnockDown, bCanPanic, bCauseMoveTargetNavError, bCauseScriptedNavError, bDisableErrorColors, bDisableErrorMessages, bFrozen, bHeadTrackingEnabled, bInfiniteAmmo, bNoFlavorTextTeamCheck, bOverridesDamageEffect, bQuickCarcassCleanup, bRagdollDeath, bReceivedInitialStatus, bReceivedInitialWeapon, bReloadsEnabled, bSentient, bServoEnabled, bShrinkCarcass, bSinkCarcass, bStationary, bTestAnimHandler, bUsesFlavorText, bUseSoundSlotTimers, bWeaponAimingEnabled, CarcassFadeEffect, CarcassFadeTemplate, CarcassPrePivotZ, CarcassShrinkRateX, CarcassShrinkRateY, CarcassShrinkRateZ, CarcassSinkRatePerSec, CarcassSinkRatePerSecInc, CarcassSinkRatePerSecMax, CarcassSinkRatePerSecMin, CollectedMomentumTransfer, CommandFileName, CommandStartLabel, CrouchingMoveSpeed, CurPanicSound, CurrentMomentumTransferSlot, CurrentStatus, DamageEffectOffsetMultiplier, DamageFilterClass, DamageIndicatorAngle, DeadBuoyancy, DeathWAT, DefaultInventory, DefaultPackage, DefaultWeapon, Description, DodgeJumpZScale, DodgeXYVelocityScale, DroppedEnergy, DrowningDamageAmount, EMPEffect, FallTimer, FDamager, FlameEffect, FriendDeadSoundDelay, GibbedEffect, GibSetClass, HeadTrackActor, HeadTrackTimer, InitialAgentInputs, InitialAlertness, InitialHealth, InitialHearingThreshold, InitialSightRadius, LastKnockDownTime, LastMomentumTransferTime, LastSoundClass, LastTextureType, LoopDeathAnimRate, LowGoreMesh, LowGoreMeshGoreLevel, MaxAliveAddedVelocity, MaxDeadAddedVelocity, MaxHeadTrackDistance, MaxHeadTrackPlayerDistance, MaxRandomSoundTime, MinJumpAnimSpeed, MinKnockDownMomentumThreshold, MinLandAnimSpeed, MinPanicTime, MinRandomSoundTime, MinTimeBetweenHitSounds, MinTimeBetweenKnockDowns, MinTimeBetweenRandomSounds, MovementPhysics, NumTextureSounds, NumWalkingAnims, OldStatus, OldWeapon, PanicDamageInstigator, PanicDamageType, PanicSoundPauseSeconds, ParticleHitEffect, ProneMoveSpeed, RandomAttackSoundSlot, RandomIdleSoundSlot, RemainingPowerSuitEnergy, SetMoveSpeedFudge, SoundSlotTimerListTag, SoundSlotTimers, SoundTable, StandingMoveSpeed, StatusBelt, StatusDoll, StopPanicTime, TextureSoundIndices[4], TimeBeforeCarcassDestroyed, TimeSinceBeginState, TossedItems[MaxTossedItems], TotalCarcassSinkDistance, TotalRecentHits, TotalRecentMomentumTransfer, ToxicEffect, UsableActors, UseManager, VoiceListClass, VoiceListTag, VoicePackage, VoicePackMetaClass, VoiceType, WalkingAnims[MaxWalkingAnims], WeaponDamageItems |
Structures Summary |
BehaviorT StateName, StateLabel, Odds, EntryOdds, TimeMin, TimeMax, bDisabled, bAvoidRepeat, EnableTime, LowOddsTime |
Inherited Functions from U2.U2Pawn |
AddAdditionalDamageFilter, AddVelocity, AddWeaponDamageItem, AdjustFinalDamage, AdjustWeaponDamage, AnimEnd, ApplyAdditionalDamageFilters, AssignDefaultInventory, BaseChange, BeginState, BreathTimer, CanDoRagdollHit, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, Destroyed, DialogBegin, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, Died, DMAI, DMAIA, DMAIE, DMAIL, DMAIM, DoDamageEffect, Dodge, DoGibbedEffect, DoGibs, DropEnergy, DumpAgentAnimInfo, DumpAgentInfo, DumpAgentInputInfo, EndState, ErrorGeneral, eventTakeDamage, FellOutOfWorld, FixSkins, Gesture, GetDamageEffect, GetDamageIndicatorAngleA, GetDamageIndicatorAngleB, GetDescription, GetInfiniteAmmo, GetJumpPack, GetPlayerModel, GetPowerSuit, GetPowerSuitMax, GetPowerSuitPct, GetPowerSuitResurrections, GetPowerSuitResurrectionsString, GetReloadsEnabled, GetWeaponAnimationTypeW, GiveTossedItem, HandleCarcassCleanup, HandleJumpSound, HandleKnockdown, HandleMissionFailed, HandleRandomAttackSound, HandleRandomIdleSound, HandleTakeHit, HasGibs, IsPanicDamageType, IsSentient, JumpInProgress, JumpOutOfWater, KImpact, LandedEx, LandedOnTexture, LandThump, LaunchOffPawnDamage, LieStill, LookupLoopAnim, LookupPlayAnim, LookupTweenAnim, MakeErrorObvious, MantlingBegin, MaybeScaleSettings, NotifyFallingFar, NotifyGoreDetailChanged, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, NotifySetMovementSound, NotifySound, PlayDodge, PlayDying, PlayMovementSound, PlayTakeHit, PlayTakeHitSound, PlayTaunt, PlayVictoryDance, PlayWaving, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRecvCurrentStatus, PostRecvWeapon, PreBeginPlay, PreRecvCurrentStatus, PreRecvWeapon, PreSetMovement, PressedAltFire, PressedFire, PressingAltFire, PressingFire, PreventDeath, ReduceCylinder, RemoveAdditionalDamageFilter, RemoveTossedItem, RemoveWeaponDamageItem, Replication, RestoreSightRadius, ServerTaunt, SetDefaultWeapon, SetHealth, SetInitialState, SetMovementPhysics, SetNumWalkingAnims, SetPlayerModel, SetupAnimationComponents, SetupComponents, SetupSoundComponents, ShouldGib, SpamTextures, StopDamageEffects, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, Taunt, TestMissionFailed, Tick, Timer, TravelPreAccept, Trigger |
AcquisitionAnimationOdds Source code
var float AcquisitionAnimationOdds;
AttackCantFireLockoutTime Source code
var float AttackCantFireLockoutTime;
AttackClosingCanFireOdds Source code
var float AttackClosingCanFireOdds;
AttackClosingReachableDistSquared Source code
var float AttackClosingReachableDistSquared;
var float AttackMeleeMaxTime;
var float AttackMeleeMinTime;
AttackStationaryCanFireOdds Source code
var float AttackStationaryCanFireOdds;
AttackTacticalMoveCanFireOdds Source code
var float AttackTacticalMoveCanFireOdds;
AttackUseCoverLockoutTime Source code
var float AttackUseCoverLockoutTime;
var float AttackUseCoverMaxTime;
var float AttackUseCoverMinTime;
AttackUseCoverTimeOutTime Source code
var float AttackUseCoverTimeOutTime;
var bool bAlertedEnemyHunted;
bAlwaysAttackAnnoyingNewEnemy Source code
var bool bAlwaysAttackAnnoyingNewEnemy;
var bool bAlwaysAttackNewEnemy;
var float BaseAggressiveness;
var float BaseAlertness;
bCanAdjustStationaryPosition Source code
var bool bCanAdjustStationaryPosition;
bCanStrafeDuringOrders Source code
var bool bCanStrafeDuringOrders;
bCanStrafeDuringTacticalMoves Source code
var bool bCanStrafeDuringTacticalMoves;
bCanStrafeDuringTacticalRetreat Source code
var bool bCanStrafeDuringTacticalRetreat;
bFacePredictedLocation Source code
var bool bFacePredictedLocation;
bFearNPCsMoreThanPlayers Source code
var bool bFearNPCsMoreThanPlayers;
bFearPlayersMoreThanNPCs Source code
var bool bFearPlayersMoreThanNPCs;
var bool bHasMaxAttackRanges;
var bool bHasMovingMeleeAttack;
bHasMovingRangedAttack Source code
var bool bHasMovingRangedAttack;
var bool bHasRangedAttack;
var bool bInstantHitAttack;
var bool bJumpDodges;
var bool bJumpy;
var bool bKamikazeClosing;
var bool bLeadTarget;
var bool bLeapRequiresLOS;
var bool bMonitorStanceRanges;
var float BounceLifespan;
var float BounceProjectileOdds;
bPredictChargeLocation Source code
var bool bPredictChargeLocation;
var bool bSplashDamageAttack;
var bool bTurnToEnemyAfterLeap;
var float CampingRate;
var float ChargeHeadSize;
var float ChargeMaxChangeSize;
var float ChargeMaxDamage;
ChargeMaxMomentumTransfer Source code
var float ChargeMaxMomentumTransfer;
var float ChargeMinDamage;
var int CloseFaceTarget;
var float CombatStyle;
var float DodgeDistance;
DodgeInsteadofStrafeOdds Source code
var float DodgeInsteadofStrafeOdds;
var float DodgeProjectileOdds;
var float DodgeTime;
var float FireCheckFailedRate;
var float FireCheckRate;
var float FireFastDuration;
var float FireFastPauseTime;
var float FireSlowPauseTime;
var float ImpaleAttachDamage;
var float ImpaleAttachShakeMag;
var float ImpaleAttachShakeSecs;
var float ImpaleDetachDamage;
var float ImpaleDetachMomentum;
var float ImpaleDetachShakeMag;
var float ImpaleDetachShakeSecs;
var string ImpaleMountNode;
var float ImpaleOdds;
var float ImpaleToMeleeOdds;
var float JumpyOdds;
var float LeapDelayFailure;
var float LeapDelayLand;
var float LeapDelayPreJump;
var float LeapDelaySuccess;
var float LeapHighOdds;
var float LeapHighPredictOdds;
var float LeapHighSpeed;
var float LeapLowPredictOdds;
var float LeapLowSpeed;
var int LeapMaxDamage;
LeapMaxMomentumTransfer Source code
var float LeapMaxMomentumTransfer;
var float LeapMaxOdds;
var float LeapNotifyTime;
var float LeapToMeleeOdds;
var float MaxFleeSearchDistance;
MaxHuntFireAtLastSeenTime Source code
var float MaxHuntFireAtLastSeenTime;
MaxStationaryFiringDelay Source code
var float MaxStationaryFiringDelay;
MaxTacticalRetreatDistance Source code
var float MaxTacticalRetreatDistance;
MaxUseCoverSearchDistance Source code
var float MaxUseCoverSearchDistance;
var int Melee01MaxDamage;
Melee01MomentumPerUnitDamage Source code
var int Melee01MomentumPerUnitDamage;
var int Melee02MaxDamage;
Melee02MomentumPerUnitDamage Source code
var int Melee02MomentumPerUnitDamage;
var int Melee03MaxDamage;
Melee03MomentumPerUnitDamage Source code
var int Melee03MomentumPerUnitDamage;
MeleeAccelerationChangeLimit Source code
var float MeleeAccelerationChangeLimit;
var float MeleeAccelRate;
MeleeDamageRangeMultiplier Source code
var float MeleeDamageRangeMultiplier;
MeleeDamageXMPPawnMultiplier Source code
var float MeleeDamageXMPPawnMultiplier;
var float MeleeNotifyTime;
var float MeleeSpeed;
var float MinAcquisitionDelay;
MinAlertAcquisitionDelay Source code
var float MinAlertAcquisitionDelay;
var float MinCrouchDistance;
var float MinProneDistance;
var float MinReAcquisitionDelay;
MinReduceStanceAgainDelay Source code
var float MinReduceStanceAgainDelay;
var float MinStationaryDistance;
var float MinStationaryHealth;
var float MinStayCrouchingTime;
var float MinStayProneTime;
var float OnlyLeapLowRange;
PostAcquisitionAnimationDelay Source code
var float PostAcquisitionAnimationDelay;
var float PostDodgeDelay;
PreferHighTrajectoryOdds Source code
var float PreferHighTrajectoryOdds;
var float RandomCloseDodgeOdds;
var float RangedNotifyTime;
RecoverLockOutUseCoverTime Source code
var float RecoverLockOutUseCoverTime;
var float RefireRate;
var float StationaryCrouchOdds;
var float StationaryProneOdds;
var float StationaryStandOdds;
StationaryStayCrouchingOdds Source code
var float StationaryStayCrouchingOdds;
StationaryStayProneOdds Source code
var float StationaryStayProneOdds;
var float TacticalJumpOdds;
var float TacticalMoveCloseOdds;
TacticalMoveFallbackOdds Source code
var float TacticalMoveFallbackOdds;
var float TauntAnimationOdds;
AI
var(AI) editconst array<
BehaviorT> AttackActiveBehaviors;
AttackActiveCantReachBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackActiveCantReachBehaviors;
AttackActiveEnemyNotVisibleBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackActiveEnemyNotVisibleBehaviors;
AttackActiveMeleeBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackActiveMeleeBehaviors;
AttackActiveMeleeHitBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackActiveMeleeHitBehaviors;
AttackActiveUseCoverBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackActiveUseCoverBehaviors;
AttackPassiveBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveBehaviors;
AttackPassiveCantReachBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveCantReachBehaviors;
AttackPassiveEnemyNotVisibleBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveEnemyNotVisibleBehaviors;
AttackPassiveMeleeBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveMeleeBehaviors;
AttackPassiveMeleeHitBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveMeleeHitBehaviors;
AttackPassiveUseCoverBehaviors Source code
var(AI) editconst array<
BehaviorT> AttackPassiveUseCoverBehaviors;
var(AI) bool bForceRanges;
var(AI) bool bIgnoreRelativeHealth;
var(AI) float DefaultLookedAtCos;
var(AI) float RangeIdealAttack;
var(AI) float RangeMaxAttackMobile;
RangeMaxAttackMobileNoLOS Source code
var(AI) float RangeMaxAttackMobileNoLOS;
RangeMaxAttackStationary Source code
var(AI) float RangeMaxAttackStationary;
RangeMaxAttackStationaryNoLOS Source code
var(AI) float RangeMaxAttackStationaryNoLOS;
var(AI) float RangeMinAttack;
function bool FilterMeleeAttack (
Actor TargetActor ) )
function FireAtEnemy ( ) )
function vector GetFireOffset ( ) )
function float GetMeleeDamageRange ( ) )
GetMeleeMomentumNormal Source code
function vector GetMeleeMomentumNormal (
Actor TargetActor ) )
GetWeaponAnimationTypeW Source code
HandleAcquireEnemySound Source code
function HandleAcquireEnemySound ( ) )
function HandleLeapImpactSound ( ) )
function HandleLeapLandSound ( ) )
function HandleMiscSound ( ) )
function Projectile HandleSpawnShot (
float ProjSpeed,
bool bProjLeadTarget ) )
function MeleeDamagedTarget ( ) )
function MeleeDamageTarget (
int Damage,
int MomentumPerUnitDamage,
class<
DamageType>
DamageType ) )
function NotifyImpale ( ) )
function NotifyLeapBegin ( ) )
function NotifyMelee01 ( ) )
function NotifyMelee02 ( ) )
function NotifyMelee03 ( ) )
function NotifyMeleeBegin ( )
NotifyMeleeMotionSound Source code
function NotifyMeleeMotionSound ( ) )
function NotifyStay01 ( ) )
function NotifyUnImpale ( ) )
event PostBeginPlay ( ) )
function RestoreSightRadius ( ) )
function SetSightRadius ( float NewSightRadius ) )
function SpawnShot ( ) )
function UpdateAttackRanges ( ) )
defaultproperties
{
AttackActiveBehaviors(0)=(StateName=AttackClose,Odds=1.000000,TimeMin=4.000000,TimeMax=4.000000)
AttackActiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=1.000000,TimeMin=3.000000,TimeMax=3.000000)
AttackActiveCantReachBehaviors(1)=(StateName=AttackTacticalMove,StateLabel=DontClose,Odds=1.000000,TimeMin=2.000000,TimeMax=2.000000)
AttackActiveEnemyNotVisibleBehaviors(0)=(StateName=AttackHunt,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
AttackActiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=3.000000,TimeMax=3.000000)
AttackPassiveBehaviors(0)=(StateName=AttackMoveToCoverCombat,Odds=0.400000,TimeMin=7.000000,TimeMax=7.000000)
AttackPassiveBehaviors(1)=(StateName=AttackStationary,Odds=0.060000,TimeMin=1.000000,TimeMax=3.000000)
AttackPassiveBehaviors(2)=(StateName=AttackFallback,Odds=0.240000,TimeMin=2.500000,TimeMax=7.000000)
AttackPassiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=0.500000,TimeMin=1.000000)
AttackPassiveCantReachBehaviors(1)=(StateName=AttackFallback,Odds=1.000000,TimeMin=2.000000,TimeMax=7.000000)
AttackPassiveEnemyNotVisibleBehaviors(0)=(StateName=AttackFallback,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
AttackPassiveUseCoverBehaviors(0)=(StateName=AttackStakeOutCover,TimeMin=2.000000,TimeMax=5.000000)
AttackPassiveUseCoverBehaviors(1)=(StateName=AttackRecoverEnemy,TimeMin=2.000000,TimeMax=4.000000)
AttackPassiveUseCoverBehaviors(2)=(StateName=AttackStationary,TimeMin=1.000000,TimeMax=4.000000)
AttackPassiveUseCoverBehaviors(3)=(StateName=AttackFallback,TimeMin=10.000000,TimeMax=20.000000)
AttackPassiveUseCoverBehaviors(4)=(StateName=AttackMoveToCoverCombat,TimeMin=7.000000,TimeMax=7.000000)
AttackPassiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=1.000000,TimeMax=2.000000)
AttackPassiveMeleeBehaviors(1)=(StateName=AttackFallback,TimeMin=2.000000,TimeMax=5.000000)
AttackCantFireLockoutTime=0.500000
AttackMeleeMinTime=2.000000
AttackMeleeMaxTime=5.000000
AttackUseCoverMinTime=20.000000
AttackUseCoverMaxTime=20.000000
AttackUseCoverLockoutTime=3.000000
AttackUseCoverTimeOutTime=10.000000
RecoverLockOutUseCoverTime=3.000000
MaxFleeSearchDistance=2048.000000
MaxUseCoverSearchDistance=2048.000000
bCanStrafeDuringTacticalRetreat=true
bLeadTarget=true
bFacePredictedLocation=true
AttackClosingCanFireOdds=1.000000
AttackClosingReachableDistSquared=1440000.000000
AttackStationaryCanFireOdds=1.000000
AttackTacticalMoveCanFireOdds=1.000000
BaseAggressiveness=0.300000
CombatStyle=0.600000
RefireRate=0.200000
StationaryStandOdds=1.000000
StationaryStayCrouchingOdds=1.000000
StationaryStayProneOdds=1.000000
MinStayCrouchingTime=2.000000
MinStayProneTime=3.000000
MinReduceStanceAgainDelay=5.000000
BounceProjectileOdds=1.000000
BounceLifespan=2.000000
MaxStationaryFiringDelay=0.250000
MinAcquisitionDelay=1.000000
MinAlertAcquisitionDelay=0.250000
MinReAcquisitionDelay=0.500000
bLeapRequiresLOS=true
LeapHighPredictOdds=1.000000
LeapLowPredictOdds=1.000000
LeapMaxOdds=1.000000
LeapDelayFailure=2.000000
LeapDelayPreJump=0.250000
LeapDelaySuccess=5.000000
LeapNotifyTime=0.250000
bJumpDodges=true
PostDodgeDelay=0.250000
DodgeTime=-0.655000
DodgeDistance=300.000000
JumpyOdds=0.330000
bHasMovingRangedAttack=true
MaxTacticalRetreatDistance=256.000000
TacticalMoveCloseOdds=0.750000
RangeMaxAttackMobile=65535.000000
RangeMaxAttackMobileNoLOS=65535.000000
RangeMaxAttackStationary=65535.000000
RangeMaxAttackStationaryNoLOS=65535.000000
FireCheckRate=1.000000
FireFastDuration=1.000000
FireFastPauseTime=1.000000
FireSlowPauseTime=1.000000
FireCheckFailedRate=0.500000
Melee01MaxDamage=30
Melee02MaxDamage=30
Melee03MaxDamage=30
Melee01MomentumPerUnitDamage=2500
Melee02MomentumPerUnitDamage=2500
Melee03MomentumPerUnitDamage=2500
Melee01DamageType=Class'U2.DamageTypePhysical'
Melee02DamageType=Class'U2.DamageTypePhysical'
Melee03DamageType=Class'U2.DamageTypePhysical'
MeleeDamageRangeMultiplier=1.400000
MeleeAccelerationChangeLimit=-1.000000
MinStationaryDistance=256.000000
MinCrouchDistance=256.000000
MinProneDistance=1024.000000
MinStationaryHealth=30.000000
MaxHuntFireAtLastSeenTime=3.000000
WanderSpeedMax=1.500000
WanderViewBlockedTurnOdds=0.500000
bSentient=true
bCanKnockDown=true
MinKnockDownMomentumThreshold=200.000000
bAmbientCreature=false
ControllerClass=Class'U2AI.U2NPCControllerBasic'
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleSideBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}
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Creation time: sk 3-1-2016 10:48:35.085 - Created with
UnCodeX