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U2Pawns.U2AraknidHeavy

Extends
U2AraknidBase

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2AraknidBase
                     |   
                     +-- U2Pawns.U2AraknidHeavy

Variables Summary
boolbCutSceneStarted
boolbDeathOrdersGiven
boolbDeathSpotReached
intCumulDamage
rotatorEffectRotation
ParticleGeneratorEffectType
floatLastAttackTime
floatLastCumulDamageStartTime
floatLastLeapTime
floatLastPodAttackTime
floatLastShockwaveAttackTime
floatLastSpermAttackTime
ParticleRadiatorShockwaveEffect
floatShockwaveHeightHigh
floatShockwaveHeightLow
U2AraknidHeavy
boolbLimitPodAttacks
intCumulDamageFilterBaseDamage
floatCumulDamageFilterOdds
floatCumulDamageFilterTimeout
class<DamageType>CumulDamageFilterType
nameDeathCutsceneEvent
intDeathFocusTurningRate
nameDeathOrders
nameDeathOrdersObjectTag
floatDeathOrdersRange
floatDeathPctHealth
stringDeathScriptFile
intMaxAraknidsAllowedForPodAttack
intMaxHathlingsAllowedForPodAttack
intMaxLightsAllowedForPodAttack
intMaxMediumsAllowedForPodAttack
floatMinLeapRefireDelay
floatMinPodRefireDelay
floatMinShockwaveRange
floatMinSpermAttackRange
floatMinSpermRefireDelay
floatPodAttackDuration
class<Projectile>ProjectileClassPods
class<Projectile>ProjectileClassSperm
floatRetreatPctHealth
floatShockwaveLowToHighOdds
floatShockwaveToSprayOdds
floatSpermToPodOdds
floatSpinAttackOdds
floatTeammateCheckRadius
Inherited Variables from U2AI.U2PawnBasic
AcquisitionAnimationOdds, AttackActiveBehaviors, AttackActiveCantReachBehaviors, AttackActiveEnemyNotVisibleBehaviors, AttackActiveMeleeBehaviors, AttackActiveMeleeHitBehaviors, AttackActiveUseCoverBehaviors, AttackCantFireLockoutTime, AttackClosingCanFireOdds, AttackClosingReachableDistSquared, AttackMeleeMaxTime, AttackMeleeMinTime, AttackPassiveBehaviors, AttackPassiveCantReachBehaviors, AttackPassiveEnemyNotVisibleBehaviors, AttackPassiveMeleeBehaviors, AttackPassiveMeleeHitBehaviors, AttackPassiveUseCoverBehaviors, AttackStationaryCanFireOdds, AttackTacticalMoveCanFireOdds, AttackUseCoverLockoutTime, AttackUseCoverMaxTime, AttackUseCoverMinTime, AttackUseCoverTimeOutTime, bAlertedEnemyHunted, bAlwaysAttackAnnoyingNewEnemy, bAlwaysAttackNewEnemy, BaseAggressiveness, BaseAlertness, bCanAdjustStationaryPosition, bCanStrafeDuringOrders, bCanStrafeDuringTacticalMoves, bCanStrafeDuringTacticalRetreat, bFacePredictedLocation, bFearNPCsMoreThanPlayers, bFearPlayersMoreThanNPCs, bForceRanges, bHasMaxAttackRanges, bHasMovingMeleeAttack, bHasMovingRangedAttack, bHasRangedAttack, bIgnoreRelativeHealth, bInstantHitAttack, bJumpDodges, bJumpy, bKamikazeClosing, bLeadTarget, bLeapRequiresLOS, bMonitorStanceRanges, BounceLifespan, BounceProjectileOdds, bPredictChargeLocation, bSplashDamageAttack, bTurnToEnemyAfterLeap, CampingRate, ChargeHeadSize, ChargeMaxChangeSize, ChargeMaxDamage, ChargeMaxMomentumTransfer, ChargeMinDamage, CloseFaceTarget, CombatStyle, DefaultLookedAtCos, DodgeDestination, DodgeDistance, DodgeInsteadofStrafeOdds, DodgeProjectileOdds, DodgeTime, FireCheckFailedRate, FireCheckRate, FireFastDuration, FireFastPauseTime, FireOffset, FireSlowPauseTime, ImpaleAttachDamage, ImpaleAttachShakeMag, ImpaleAttachShakeSecs, ImpaleDetachDamage, ImpaleDetachMomentum, ImpaleDetachShakeMag, ImpaleDetachShakeSecs, ImpaleMountNode, ImpaleOdds, ImpaleToMeleeOdds, JumpyOdds, LeapDelayFailure, LeapDelayLand, LeapDelayPreJump, LeapDelaySuccess, LeapHighOdds, LeapHighPredictOdds, LeapHighSpeed, LeapLowPredictOdds, LeapLowSpeed, LeapMaxDamage, LeapMaxMomentumTransfer, LeapMaxOdds, LeapNotifyTime, LeapToMeleeOdds, MaxFleeSearchDistance, MaxHuntFireAtLastSeenTime, MaxStationaryFiringDelay, MaxTacticalRetreatDistance, MaxUseCoverSearchDistance, Melee01DamageType, Melee01MaxDamage, Melee01MomentumPerUnitDamage, Melee02DamageType, Melee02MaxDamage, Melee02MomentumPerUnitDamage, Melee03DamageType, Melee03MaxDamage, Melee03MomentumPerUnitDamage, MeleeAccelerationChangeLimit, MeleeAccelRate, MeleeDamageRangeMultiplier, MeleeDamageXMPPawnMultiplier, MeleeNotifyTime, MeleeSpeed, MeleeWeaponType, MinAcquisitionDelay, MinAlertAcquisitionDelay, MinCrouchDistance, MinProneDistance, MinReAcquisitionDelay, MinReduceStanceAgainDelay, MinStationaryDistance, MinStationaryHealth, MinStayCrouchingTime, MinStayProneTime, OnlyLeapLowRange, PostAcquisitionAnimationDelay, PostDodgeDelay, PreferHighTrajectoryOdds, RandomCloseDodgeOdds, RangedNotifyTime, RangedProjectileClass, RangeIdealAttack, RangeMaxAttackMobile, RangeMaxAttackMobileNoLOS, RangeMaxAttackStationary, RangeMaxAttackStationaryNoLOS, RangeMinAttack, RecoverLockOutUseCoverTime, RefireRate, StationaryCrouchOdds, StationaryProneOdds, StationaryStandOdds, StationaryStayCrouchingOdds, StationaryStayProneOdds, TacticalJumpOdds, TacticalMoveCloseOdds, TacticalMoveFallbackOdds, TauntAnimationOdds

Structures Summary
Inherited Structures from U2AI.U2PawnBasic
BehaviorT

Functions Summary
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function HandleReachedDeathSpot ()))
function NotifyPodAttack ()))
function NotifyPodSound ()))
function NotifyShockwave ()))
function NotifyShockwaveSound ()))
function NotifySpermAttack ()))
function NotifySpermSound ()))
function PlayDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ))
event PostBeginPlay ()))
function RetreatToDeathSpot ()))
function StartDeathCutScene ()))
Inherited Functions from U2AI.U2PawnBasic
FilterMeleeAttack, FireAtEnemy, GetFireOffset, GetMeleeDamageRange, GetMeleeMomentumNormal, GetWeaponAnimationTypeW, HandleAcquireEnemySound, HandleLeapImpactSound, HandleLeapLandSound, HandleMiscSound, HandleSpawnShot, MeleeDamagedTarget, MeleeDamageTarget, NotifyImpale, NotifyLeapBegin, NotifyMelee01, NotifyMelee02, NotifyMelee03, NotifyMeleeBegin, NotifyMeleeMotionSound, NotifyStay01, NotifyUnImpale, PostBeginPlay, RestoreSightRadius, SetSightRadius, SpawnShot, UpdateAttackRanges


Variables Detail

bCutSceneStarted Source code

var bool bCutSceneStarted;

bDeathOrdersGiven Source code

var bool bDeathOrdersGiven;

bDeathSpotReached Source code

var bool bDeathSpotReached;

CumulDamage Source code

var int CumulDamage;

EffectRotation Source code

var rotator EffectRotation;

EffectType Source code

var ParticleGenerator EffectType;

LastAttackTime Source code

var float LastAttackTime;

LastCumulDamageStartTime Source code

var float LastCumulDamageStartTime;

LastLeapTime Source code

var float LastLeapTime;

LastPodAttackTime Source code

var float LastPodAttackTime;

LastShockwaveAttackTime Source code

var float LastShockwaveAttackTime;

LastSpermAttackTime Source code

var float LastSpermAttackTime;

ShockwaveEffect Source code

var ParticleRadiator ShockwaveEffect;

ShockwaveHeightHigh Source code

var float ShockwaveHeightHigh;

ShockwaveHeightLow Source code

var float ShockwaveHeightLow;

U2AraknidHeavy

bLimitPodAttacks Source code

var(U2AraknidHeavy) bool bLimitPodAttacks;

CumulDamageFilterBaseDamage Source code

var(U2AraknidHeavy) int CumulDamageFilterBaseDamage;

CumulDamageFilterOdds Source code

var(U2AraknidHeavy) float CumulDamageFilterOdds;

CumulDamageFilterTimeout Source code

var(U2AraknidHeavy) float CumulDamageFilterTimeout;

CumulDamageFilterType Source code

var(U2AraknidHeavy) class<DamageType> CumulDamageFilterType;

DeathCutsceneEvent Source code

var(U2AraknidHeavy) name DeathCutsceneEvent;

DeathFocusTurningRate Source code

var(U2AraknidHeavy) int DeathFocusTurningRate;

DeathOrders Source code

var(U2AraknidHeavy) name DeathOrders;

DeathOrdersObjectTag Source code

var(U2AraknidHeavy) name DeathOrdersObjectTag;

DeathOrdersRange Source code

var(U2AraknidHeavy) float DeathOrdersRange;

DeathPctHealth Source code

var(U2AraknidHeavy) float DeathPctHealth;

DeathScriptFile Source code

var(U2AraknidHeavy) string DeathScriptFile;

MaxAraknidsAllowedForPodAttack Source code

var(U2AraknidHeavy) int MaxAraknidsAllowedForPodAttack;

MaxHathlingsAllowedForPodAttack Source code

var(U2AraknidHeavy) int MaxHathlingsAllowedForPodAttack;

MaxLightsAllowedForPodAttack Source code

var(U2AraknidHeavy) int MaxLightsAllowedForPodAttack;

MaxMediumsAllowedForPodAttack Source code

var(U2AraknidHeavy) int MaxMediumsAllowedForPodAttack;

MinLeapRefireDelay Source code

var(U2AraknidHeavy) float MinLeapRefireDelay;

MinPodRefireDelay Source code

var(U2AraknidHeavy) float MinPodRefireDelay;

MinShockwaveRange Source code

var(U2AraknidHeavy) float MinShockwaveRange;

MinSpermAttackRange Source code

var(U2AraknidHeavy) float MinSpermAttackRange;

MinSpermRefireDelay Source code

var(U2AraknidHeavy) float MinSpermRefireDelay;

PodAttackDuration Source code

var(U2AraknidHeavy) float PodAttackDuration;

ProjectileClassPods Source code

var(U2AraknidHeavy) class<Projectile> ProjectileClassPods;

ProjectileClassSperm Source code

var(U2AraknidHeavy) class<Projectile> ProjectileClassSperm;

RetreatPctHealth Source code

var(U2AraknidHeavy) float RetreatPctHealth;

ShockwaveLowToHighOdds Source code

var(U2AraknidHeavy) float ShockwaveLowToHighOdds;

ShockwaveToSprayOdds Source code

var(U2AraknidHeavy) float ShockwaveToSprayOdds;

SpermToPodOdds Source code

var(U2AraknidHeavy) float SpermToPodOdds;

SpinAttackOdds Source code

var(U2AraknidHeavy) float SpinAttackOdds;

TeammateCheckRadius Source code

var(U2AraknidHeavy) float TeammateCheckRadius;


Functions Detail

eventTakeDamage Source code

function eventTakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

HandleReachedDeathSpot Source code

function HandleReachedDeathSpot ( ) )

NotifyPodAttack Source code

function NotifyPodAttack ( ) )

NotifyPodSound Source code

function NotifyPodSound ( ) )

NotifyShockwave Source code

function NotifyShockwave ( ) )

NotifyShockwaveSound Source code

function NotifyShockwaveSound ( ) )

NotifySpermAttack Source code

function NotifySpermAttack ( ) )

NotifySpermSound Source code

function NotifySpermSound ( ) )

PlayDying Source code

function PlayDying ( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

RetreatToDeathSpot Source code

function RetreatToDeathSpot ( ) )

StartDeathCutScene Source code

function StartDeathCutScene ( ) )


Defaultproperties

defaultproperties
{
	ShockwaveToSprayOdds=0.330000
	SpermToPodOdds=0.500000
	ProjectileClassSperm=Class'U2Pawns.ProjectileAraknid'
	ProjectileClassPods=Class'U2Pawns.ProjectileAraknidAlt'
	MinPodRefireDelay=8.000000
	MinSpermRefireDelay=5.000000
	MinLeapRefireDelay=5.000000
	MinSpermAttackRange=512.000000
	ShockwaveLowToHighOdds=0.670000
	MinShockwaveRange=250.000000
	EffectRotation=(Yaw=-24576)
	ShockwaveHeightLow=-60.000000
	ShockwaveHeightHigh=20.000000
	EffectType=ParticleRadiator'ArakBossFX.ParticleRadiator0'
	PodAttackDuration=7.000000
	TeammateCheckRadius=3000.000000
	bLimitPodAttacks=true
	MaxHathlingsAllowedForPodAttack=2
	MaxLightsAllowedForPodAttack=2
	MaxMediumsAllowedForPodAttack=1
	MaxAraknidsAllowedForPodAttack=3
	RetreatPctHealth=0.500000
	DeathPctHealth=0.300000
	DeathOrders='Goto'
	DeathOrdersObjectTag='BossDeathSpot'
	DeathOrdersRange=10.000000
	DeathFocusTurningRate=999999
	DeathScriptFile="BossDeath"
	DeathCutsceneEvent='BossDeathScene'
	CumulDamageFilterType=Class'U2.DamageTypeBiologicalGas'
	CumulDamageFilterOdds=0.800000
	CumulDamageFilterTimeout=2.000000
	CumulDamageFilterBaseDamage=2000
     AttackActiveBehaviors(0)=(StateName=AttackStationary,Odds=1.000000,TimeMin=3.000000,TimeMax=7.000000)
     AttackActiveBehaviors(1)=(StateName=AttackTacticalMove,Odds=0.500000,TimeMin=2.000000,TimeMax=2.000000)
     AttackActiveBehaviors(2)=(StateName=AttackClose,Odds=1.000000,TimeMin=2.000000,TimeMax=3.000000)
     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=1.000000,TimeMax=3.000000)
     AttackActiveMeleeHitBehaviors(0)=(StateName=AttackTacticalMoveMelee,TimeMin=0.500000,TimeMax=0.500000)
     AttackPassiveBehaviors(0)=(StateName=AttackFallback,Odds=1.000000,TimeMin=2.500000,TimeMax=7.000000)
     AttackPassiveCantReachBehaviors(0)=(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=AttackFallback,Odds=1.000000,TimeMin=20.000000,TimeMax=50.000000)
     AttackPassiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=1.000000,TimeMax=2.000000)
     AttackPassiveMeleeBehaviors(1)=(StateName=AttackFallback,TimeMin=2.000000,TimeMax=5.000000)
     AttackPassiveMeleeHitBehaviors(0)=(StateName=AttackTacticalRetreatMelee,Odds=1.000000,TimeMin=2.000000,TimeMax=5.000000)
	bLeapRequiresLOS=false
	bTurnToEnemyAfterLeap=true
	LeapHighSpeed=1200.000000
	LeapLowSpeed=1200.000000
	LeapDelayFailure=5.000000
	LeapDelayLand=0.500000
	LeapDelaySuccess=15.000000
	LeapMaxDamage=75
	LeapMaxMomentumTransfer=100000.000000
	bHasRangedAttack=true
	RangeMaxAttackMobile=1500.000000
	RangeMaxAttackMobileNoLOS=1500.000000
	FireCheckRate=4.000000
	FireFastPauseTime=3.000000
	FireSlowPauseTime=3.000000
	FireOffset=(X=90.000000,Z=80.000000)
	Melee01MaxDamage=40
	Melee01MomentumPerUnitDamage=2000
     StepSounds(0)="U2AraknidHeavyA.Move1"
     StepSounds(1)="U2AraknidHeavyA.Move2"
     StepSounds(2)="U2AraknidHeavyA.Move3"
     StepSounds(3)="U2AraknidHeavyA.Move4"
	StepSoundRadius=512.000000
	StepSoundPitch=0.750000
	StepShakeRadius=1024.000000
	StepShakeMagnitude=7.000000
	StepShakeDuration=0.400000
     LandSounds(0)="U2AraknidHeavyA.Land4"
     LandSounds(1)="U2AraknidHeavyA.Land5"
     LandSounds(2)="U2AraknidHeavyA.Land6"
	LandSoundRadius=200.000000
	LandSoundPitch=1.000000
	LandShakeRadius=1024.000000
	LandShakeMagnitude=10.000000
	LandShakeDuration=0.600000
	bAlertOthersRequiresLOS=false
	WanderPauseOdds=0.100000
	WanderPauseMax=15.000000
	WanderSpeedMin=0.250000
	WanderSpeedMax=0.250000
	WanderSpreadAngle=30.000000
	WanderViewBlockedTurnOdds=0.250000
	TimeBeforeCarcassDestroyed=0.000000
	VoicePackage="U2AraknidHeavyA"
	MaxRandomSoundTime=3.000000
	WalkingAnims(0)=(WalkingAnimType=WAT_RunFast)
	WalkingAnims(1)=(MinSpeed=0.000000,WalkingAnimType=WAT_None)
	bCanKnockDown=false
	bCanPanic=false
	bQuickCarcassCleanup=false
	GibSetClass=Class'U2Pawns.GibSetAraknidHeavy'
	bSpecialHardLandings=true
	MinIsTurningRate=4000.000000
	LeapOdds=0.500000
	LeapMinRange=256.000000
	LeapMaxRange=1024.000000
	MeleeOdds=1.000000
	MeleeRange=150.000000
	bSmoothTurns=false
	GroundSpeed=245.000000
	WalkingPct=1.000000
	MaxFallSpeed=1000000.000000
	Health=10000
	bGibOnInvalidDeathLanding=true
	ControllerClass=Class'U2Pawns.U2AraknidControllerHeavy'
	CarcassCollisionRadius=120.000000
	CarcassCollisionHeight=60.000000
	bIgnoreImpactForces=true
	Mesh=LegendMesh'GlmCharactersG.Araknidheavy'
	PrePivot=(Z=15.000000)
     Skins(0)=Shader'CharacterFXT.Araknid.AraknidHeavyBody1FX'
     Skins(1)=Shader'CharacterFXT.Araknid.araknidheavybody2FX'
     Skins(2)=Shader'CharacterFXT.Araknid.araknidheavybody3FX'
	CollisionRadius=100.000000
	CollisionHeight=80.000000
     CanEncroachList(0)=Class'U2Pawns.U2AraknidLight'
     CanEncroachList(1)=Class'U2Pawns.U2AraknidMedium'
	Mass=300.000000
	RotationRate=(Yaw=20000)
     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 10:48:33.509 - Created with UnCodeX