U2Pawns.U2DrakkBossUpperController
- Extends
- U2NPCControllerBase
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.LicenseeController
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+-- Engine.AIController
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+-- U2.U2NPCController
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+-- U2AI.U2NPCControllerScriptable
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+-- U2AI.U2NPCControllerShared
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+-- U2AI.U2NPCControllerBase
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+-- U2Pawns.U2DrakkBossUpperController
Inherited Contants from U2AI.U2NPCControllerShared |
AcquisitionState, AdjustFromWallLabel, AdjustPositionAgainLabel, AdjustPositionLabel, AdjustRotationLabel, AttackCloseChargeState, AttackCloseState, AttackDoneLabel, AttackFallbackState, AttackHideState, AttackHuntState, AttackLeapState, AttackMeleeState, AttackMoveToCoverBaseState, AttackMoveToCoverCombatState, AttackMoveToCoverFleeState, AttackOngoingLabel, AttackRecoverEnemyState, AttackRetreatState, AttackStakeOutCoverState, AttackStakeOutState, AttackStationaryState, AttackTacticalMoveMeleeState, AttackTacticalMoveState, AttackTacticalRetreatMeleeState, AttackTacticalRetreatState, AttackTauntState, AutoEndLabel, CampAgainLabel, CampLabel, CampLongLabel, CantReachLabel, ChallengeLabel, CloseLabel, CoweringState, DeadlockedState, DefaultIsCloseToDynamicGoalDistance, DelayLabel, DialogBeginLabel, DialogEndLabel, DialogFocusRestoreLabel, DialogFocusSetLabel, DialogPauseLabel, DialogUnPauseLabel, DodgeFinishedLabel, DodgingState, DodgingWithAttackState, DoneLabel, DontCloseLabel, DuckingLabel, EnemyKilledState, ErrorLabel, FaceTargetLabel, FindAirState, FireLabel, FrozenState, GiveUpLabel, GiveWayLabel, HandleInvalidLandingState, HoldingState, HoldState, HuntLabel, IdleLabel, ImpalingState, INCOMINGCOLLISIONFUDGE, KnockDownState, LandLabel, MaxDistanceActors, MaxNoLOSFollowDistance, MaxRadiusEnemiesDistance, MinFollowDistance, MinGoalDistance, MoveActiveLabel, MoveActiveStrafeLabel, MoveCheckLabel, MoveDoneLabel, MoveFailedLabel, MoveFallingLabel, MoveNoDestLabel, MovePickDestLabel, MovePickDestLoopLabel, MoveSpecialLabel, MoveTestLabel, MoveToGoalBaseState, MoveToGoalNoEnemyState, MoveToGoalWithEnemyState, NeedToTurnAngleCos, NeedToTurnDialogAngleCos, PauseLabel, PostBeginLabel, PreBeginLabel, ReachedDestinationLabel, ReadyToAttackLabel, RecoverEnemyLabel, ResumePatrolLabel, RoamingState, ShootDecorationLabel, StanceChangeDelayLabel, StartLeapLabel, StartupDelayLabel, TacticalTickLabel, TestMoveState, TrackFocusLabel, TryAgainLabel, TurnLabel, UnuseEvent, UsingState, VictoryDanceState, WaitingForStartLabel, WanderingPanicState, WanderingState, WavingLabel |
Inherited Variables from U2AI.U2NPCControllerBase |
BaseAcquisitionLabel, BaseAcquisitionState, bDistressedWanderingSaved, bIsPaused, bProbeActorRangeTransition, bProbeEnemyInLeapRange, bProbeEnemyInMeleeRange, bProbeEnemyInvalid, bProbeEnemyNotInMeleeRange, bProbeEnemyNotVisible, bProbeEnemyRangeTransition, bProbeHearNoise, bProbeNotifyBump, bProbeSeeAlertFriend, bProbeSeeEnemy, bProbeSeeFriend, bProbeSeeOther, bSavedWanderingParameters, bWanderFixed, LastPainAnim, LastRandomSoundTime, MaxWanderAttempts, MaxWanderFallbackTypes, NextAdjustPositionTime, NextScriptedMoveTime, PotentialFocalPoint, TimeSinceBeginState, WalkingPctSaved, WanderDirection, WanderMinAdjustedSizeSaved, WanderMoveSpeed, WanderPauseOddsSaved, WanderSpeedMaxSaved, WanderSpeedMinSaved, WanderSpreadAngleSaved, WanderTurnToDestinationOddsSaved |
Inherited Variables from U2AI.U2NPCControllerShared |
bDialogSetFocus, bFaceSpecialGoal, bLastAimLocationHitFriendly, BlockedByCoverHitOdds, bTargetObscured, CloseEnoughDistance, DefaultRotationThreshold, DefaultState, DialogFocus, DodgeEnableTime, GetCloserThreshold, GMoveType, Hits, LastAcquireTime, MaxAcquireMissMultiplier, MaxAcquirePitchError, MaxAffectedByAcquisitionTime, MaxAffectedByHitTime, MaxAlwaysLeadDistance, MaxHitMissMultiplier, MaxHitPitchError, MaxMoveRecoverAttempts, MaxMoveToActorAttempts, MaxMoveToPointAttempts, MaxTeleportRangeMinZError, MaxTeleportRangeMoveError, MaxTeleportRangeStuckError, MinAcquirePitchError, MinHitPitchError, MinLastRenderedTeleportDelay, MinTeleportRangeMinZError, MinTeleportRangeMoveError, MinTeleportRangeStuckError, Misses, NumMoveAttempts, NumMoveRecoverAttempts, OldFocalPoint, OldFocus, OldMoveLocation, ReduceStanceAgainTime, ScriptedRotationThreshold, SpecialGoal, SpecialGoalDistance, StopFiringAtEnemyTime, TemporaryGoalDistance, TestMoveSpeed, TestMoveTarget, TestTacticalMoveType, TryToHitBaseSpeed, TryToHitBaseSpeedOdds, TryToHitInstantBaseDistance, TryToHitInstantBaseOddsMax, TryToHitInstantBaseOddsMin, TryToHitInstantMaxHitDistance, TryToHitInstantMinMissDistance, TryToHitProjectileBaseDistance, TryToHitProjectileBaseOddsMax, TryToHitProjectileBaseOddsMin, TryToHitProjectileMaxHitDistance, TryToHitProjectileMinMissDistance, TryToHitTossedBaseDistance, TryToHitTossedBaseOddsMax, TryToHitTossedBaseOddsMin, TryToHitTossedMaxHitDistance, TryToHitTossedMinMissDistance, U2PAdvanced, U2PBase, U2PBasic, WanderDirectionExternal |
Enumerations Summary |
ECycleType CT_Random,
CT_Ordered,
CT_RandomVisible,
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Functions Summary |
| | BeginState ())) @AlternateAttackState |
| | BeginState ())) @ConstructionState |
| | BeginState ())) @KamikazeState |
| | BeginState ())) @PrimaryAttackState |
| ParticleGenerator | ConstructEffect (ParticleGenerator EffectTemplate, optional bool bNoMount)) @DroidHomeState |
| | Destroyed ())) @DroidHomeState |
| | DrkbucAttach (U2DrakkBoss InLowerPawn, bool InAttached)) @DroidHomeState |
| bool | DrkbucPreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation )) @DroidHomeState |
| bool | DrkbucPreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation )) @PrimaryAttackState |
| | DrkbucSetAttackState (optional name InAttackState)) @DroidHomeState |
| | DrkbucTick (float DeltaTime)) @AlternateAttackState |
| | DrkbucTick (float DeltaTime) @DroidHomeState |
| | DrkbucTick (float DeltaTime)) @PrimaryAttackState |
| | EndState ())) @AlternateAttackState |
| | EndState ())) @ConstructionState |
| | EndState ())) @KamikazeState |
| | EndState ())) @PrimaryAttackState |
| | EnemyAcquired ())) @DroidHomeState |
| | EnemyAcquired ())) @SimpleWaitState |
| | eventBumpFriend (Pawn Other )) @DroidHomeState |
| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @DroidHomeState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @DroidHomeState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @PrimaryAttackState |
| bool | FirePrimaryShot (int InIndex)) @PrimaryAttackState |
| | FireShot (optional bool bUpdateOnly)) @DroidHomeState |
| | FireShotTimer ())) @DroidHomeState |
| float | GetMoveSpeed (vector TargetLocation )) @DroidHomeState |
| | InitEffects ())) @DroidHomeState |
| | InitWingTakkra (int i, string BoneName)) @DroidHomeState |
| | KamikazeTimer ())) @DroidHomeState |
| bool | LaserTrace (actor Src, out CheckResult Hit, bool TracePawns)) @DroidHomeState |
| bool | LaserTraceEx (actor Src, out CheckResult Hit, bool TracePawns, vector StartTrace, vector EndTrace)) @DroidHomeState |
| | MountToLaser (actor A, bool InUseAlternate)) @DroidHomeState |
| bool | NotifyHitWall (vector HitNormal, actor Wall)) @KamikazeState |
| | PickAttackDestination ())) @DroidHomeState |
| | PickHoverDestination ())) @DroidHomeState |
| | Possess (Pawn P )) @DroidHomeState |
| | PreBeginPlay ())) @DroidHomeState |
| | ShutdownEffects ())) @DroidHomeState |
| | StartFiring ())) @DroidHomeState |
| | Trigger (Actor Other, Pawn EventInstigator, optional name EventName )) @DroidHomeState |
| | Trigger (Actor Other, Pawn Instigator, optional name EventName )) @SimpleWaitState |
| bool | ValidateLowerController ())) @DroidHomeState |
Inherited Functions from U2AI.U2NPCControllerBase |
ActorRangeTransition, AllowFriendlyBumpStateChanges, AllowHitSounds, AnimEnd, AvoidFriendlyBump, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, ClampVerticalComponent, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, DoPanicSounds, DumpAIEvents, EnableProbeEvent, EndPanic, EndPanicSound, EndState, EnemyAcquired, eventAutoBegin, eventBumpEnemy, eventTakeDamage, eventTookDamage, FellOutOfWorld, FinishedRotation, Freeze, GetDestinationVector, GetExtraWanderDistance, GetFlyingMoveSpeed, GetModifiedMoveSpeed, GetMoveSpeed, GetNextRandomSoundTime, GetReactionToEnemy, GetRecentAutoEndTime, GetStateInfoString, GetStepDownDestination, GetSwimmingMoveSpeed, GetTacticalMoveType, GetWalkingMoveSpeed, GetWanderDirection, GetWanderDirectionFlying, GetWanderDirectionSwimming, GetWanderDirectionWalking, GetWanderDistanceModifier, HandleDestinationReached, HandledInvalidLanding, HandleFinishedRotation, HandlePanic, HandleRandomSoundTimer, InitializeEvents, InitializeState, IsDialogPaused, IsFrozen, IsMobile, LandedHardDone, MaybeAvoidFriendlyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyInvalidLanding, NotifyLanded, NotifyPhysicsVolumeChange, NotifyUnuse, NotifyValidLanding, PickDestination, PlayRandomSound, Possess, PossessStartup, PreparedForDialog, RandomSoundTimer, RestoreCanStrafe, RestoreWanderingParameters, SaveWanderingParameters, SeeAlertFriend, SeeFriend, SetDestination, SetEvents, SetRandomSoundTimer, SetSpecialGoal, SetWanderingPanicParameters, SetWanderMoveSpeed, ShouldWanderPause, StartFalling, StartFriendlyPanicSound, StartPanicSound, Tick, TurnToActor, UnFreeze, UnuseActor, UpdateEnemy, UseActor, WanderDidMoveSpecialHandling, WanderPauseSpecialAnimation, WanderPauseSpecialHandling |
Inherited Functions from U2AI.U2NPCControllerShared |
AddedHumanThreat, AdjustAim, AllowFriendlyBumpStateChanges, AnnoyedAt, AssessThreat, CanDodge, CanRespawn, CheckEnemyDistance, CheckMaxAttackRanges, CheckNavigationFrom, CheckTargetInAttackRange, ClearHoldSpot, ClearHoldSpots, ClearMoveAttempts, CompareThreat, DialogAllowed, DialogBegin, DialogInitiate, DialogTerminate, EnemyAcquired, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, ExecuteDodge, FaceTarget, FearThisSpot, FindBestPathToward, FindLocalEnemy, FindNewStakeOutDir, ForceNavigationError, FriendlyBumpSpecial, GetAttackRating, GetBounceLifespan, GetDamageRadius, GetDirectionalPatrol, GetFaceSpecialGoal, GetFireOffset, GetFireRating, GetHoldSpot, GetInstantProjectileAim, GetLastSeenAimLocation, GetLookedAtCos, GetMissVector, GetMoveSpeed, GetMoveTargetFollow, GetNearbyPathNodes, GetNearbyPathNodesRelativeTo, GetPathTo, GetPathToActor, GetSlowProjectileAim, GetSpecialGoal, GetSpecialGoalDistance, GetSplashLocation, GetTargetLocation, GetTimeOutTolerance, GetTossedAim, HandleBumpedByEnemy, HandleDestinationReached, HandleEnemyNoise, HandleFriendlyBumps, HandleIncoming, HandleSetMoveTargetError, HearNoise, IgnoreTargetRange, ImpalePawn, IsCloseToDynamicGoal, IsUsable, LockAnimationController, MaybeAcquireEnemy, MaybeAlertOthers, MaybeAvoidFriendlyBump, MaybeInheritEnemy, MaybeSetEnemy, MoveAgain, NeedToTurn, NotifyBump, NotifyMeleeDamagedEnemy, NotifyPhysicsVolumeChange, NotifyUnuse, OnUnuse, OnUse, Possess, PreBeginPlay, RandomizeStakeOutDir, ReactToAlertFriend, ReactToFriend, RecoverFromMinZError, RecoverFromNavigationError, RecoverFromStuckError, ReduceThreat, RelativeStrength, RestoreAlertness, RestoreStance, SelectInventorySpotDestination, SelectStance, SetAlertness, SetDirectionalPatrol, SetFall, SetFrozen, SetMoveTarget, SetPeripheralVision, SetScriptedFocus, SetScriptedIdleAnims, SetSharedTimer, SetSpecialGoal, SetTestMoveTarget, SharedTimerEvent, ShotFiredNotification, ShouldBounceProjectile, ShouldClearSpecialColliders, ShouldTryToLead, Shutdown, SplashDamageAttack, StopFiringAtEnemy, StrafeFromDamage, TeleportedPawn, TeleportPawn, TestAimLocation, TestMissLocation, Timer, TryToDodge, TryToHit, UnderLift, UnImpalePawn, UnlockAnimationController, Unuse, UnuseActor, UpdateAcceleration, UpdateStance, UseActor, VerifyJumpDodgeVector, VerifyMobility, VerifyRollDodgeVector, ViewObstructed, WanderAfterFriendlyBumpExtra |
@KamikazeState Source code |
state @KamikazeState
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AssignCoverSpot, BCBlockFiring, BCStartFiring, BeginState, CanAttemptLeapAttack, CanFire, CanImpale, CanStakeOut, CanUseStillAnimations, CheckBehaviorEnabled, ClearCoverSpot, ClearHoldSpots, ClearOrders, ClearReferencesTo, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, EndPanic, EndState, EnemyAcquired, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, eventSeeOther, eventTakeDamage, ExecuteDodge, FindCoverActor, FindSpecialAttraction, FireAt, FireShot, FriendlyBumpSpecial, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetExtendedStateInformation, GetHoldActor, GetLeapHighParameters, GetLeapLowParameters, GetLeapMaxParameters, GetLeapParameters, GetMetaStateName, GetMetaStateNameShort, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetPossibleFiringLocation, GetReactionToEnemy, GetShouldUseDeviousTactics, GetSpecialGoal, GetSpecifiedFireRate, HandleBump, HandleBumpedByEnemy, HandleEnemyInvalid, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleFriendDead, HandleKnockDown, HasInstantHitAttack, HasSquadOrders, ImpaleAttack, ImpaleAttackAnimationAbort, ImpalePawn, IsFiring, IsImpaling, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsStationary, MaybeAcquireEnemy, MaybeAlertOthers, MeleeAttack, MeleeAttackAbort, MeleeDamageTimer, NotifyHitWall, NotifyKilled, NotifyMetaStateChange, NotifyTakeHit, OKToHit, PlayFriendDeadSound, Possess, PossessStartup, PriorityObjective, ProcessOrders, ProcessOrdersFollow, ProcessOrdersGoto, ProcessOrdersHold, ProcessOrdersNone, ProcessOrdersSquad, RangedAttackAbort, ResetGlobalAISettings, Restart, RestoreCanStrafe, SetExecuteOrders, SetOrders, SetOrdersObject, SetPeripheralVision, SetSpecialAnim, SetStationary, ShouldDeferTo, ShouldGiveUpHunting, SpawnShotTimer, SpecialDeathHandling, SplashDamageAttack, SplashJump, StopFiringBase, StopFiringUpdate, StrafeFromDamage, TestCanJump, TrySplashDamageAttack, UnImpalePawn, UpdateEnemy, UpdateOrders, UpdateStance, UseTacticalJumps, VerifyStateChange, WanderAfterFriendlyBumpExtra |
const AlternateAttackState = 'AlternateAttack';
const AttachedToBaseState = 'AttachedToBase';
const ConstructionState = 'Construction';
const KamikazeState = 'Kamikaze';
const LaserDoneLabel = 'LaserDone';
LaserTargetContactLabel Source code
const LaserTargetContactLabel = 'LaserTargetContact';
const LaserWaitLabel = 'LaserWait';
const MoveHoverActiveLabel = 'MoveHoverActiveLabel';
const MovePickDestMidLabel = 'MovePickDestMid';
const PrimaryAttackState = 'PrimaryAttack';
const RiseLabel = 'Rise';
const SimpleWaitState = 'SimpleWait';
const WaitActivateLabel = 'WaitActivate';
var name ActiveAttackState;
var float AltFireBoltSpeed;
AttackDestinationClassName Source code
var name AttackDestinationClassName;
var array<
Actor> AttackDestinations;
var float AttackDestinationZ;
var float AttackDurationTime;
var bool bAttached;
var bool bKamikaze;
var bool bRetaliateOnDamage;
var bool bRetaliating;
var bool bSimpleWaitNoDelay;
CurrentAttackDestination Source code
var int CurrentAttackDestination;
var float FireTimer;
var float IdleSpeed;
var float PostAttackDelayTime;
var float PreAttackDelayTime;
var int PrimaryStageHealth;
var int RiseYawRate;
var float TimeBetweenShots;
var int WingBoneDisabled;
var string WingBoneNames[8];
var float WingGlowTimer;
var float WingGlowTimerStart;
U2DrakkBossUpperController
SecondaryAttackAmbientSound Source code
SecondaryLaserAmbientSound Source code
SecondaryLaserChargeDownSound Source code
SecondaryLaserChargeUpSound Source code
enum
ECycleType
{
CT_Random,
CT_Ordered,
CT_RandomVisible,
};
BeginState @AlternateAttackState Source code
event BeginState ( ) )
BeginState @ConstructionState Source code
event BeginState ( ) )
BeginState @KamikazeState Source code
event BeginState ( ) )
BeginState @PrimaryAttackState Source code
event BeginState ( ) )
ConstructEffect @DroidHomeState Source code
Destroyed @DroidHomeState Source code
event Destroyed ( ) )
DrkbucAttach @DroidHomeState Source code
function DrkbucAttach (
U2DrakkBoss InLowerPawn,
bool InAttached) )
DrkbucPreventDeath @DroidHomeState Source code
DrkbucPreventDeath @PrimaryAttackState Source code
DrkbucSetAttackState @DroidHomeState Source code
function DrkbucSetAttackState ( optional name InAttackState) )
DrkbucTick @AlternateAttackState Source code
function DrkbucTick ( float DeltaTime) )
DrkbucTick @DroidHomeState Source code
function DrkbucTick ( float DeltaTime )
DrkbucTick @PrimaryAttackState Source code
function DrkbucTick ( float DeltaTime) )
EndState @AlternateAttackState Source code
event EndState ( ) )
EndState @ConstructionState Source code
event EndState ( ) )
EndState @KamikazeState Source code
event EndState ( ) )
EndState @PrimaryAttackState Source code
event EndState ( ) )
EnemyAcquired @DroidHomeState Source code
function EnemyAcquired ( ) )
EnemyAcquired @SimpleWaitState Source code
function EnemyAcquired ( ) )
eventBumpFriend @DroidHomeState Source code
function eventBumpFriend (
Pawn Other ) )
eventTakeDamage @DroidHomeState Source code
eventTookDamage @DroidHomeState Source code
eventTookDamage @PrimaryAttackState Source code
FirePrimaryShot @PrimaryAttackState Source code
function bool FirePrimaryShot ( int InIndex) )
FireShot @DroidHomeState Source code
function FireShot ( optional bool bUpdateOnly) )
FireShotTimer @DroidHomeState Source code
function FireShotTimer ( ) )
GetMoveSpeed @DroidHomeState Source code
function float GetMoveSpeed (
vector TargetLocation ) )
InitEffects @DroidHomeState Source code
private final simulated function InitEffects ( ) )
InitWingTakkra @DroidHomeState Source code
private final simulated function InitWingTakkra ( int i, string BoneName) )
KamikazeTimer @DroidHomeState Source code
function KamikazeTimer ( ) )
LaserTrace @DroidHomeState Source code
private final simulated
function bool LaserTrace (
actor Src,
out CheckResult Hit,
bool TracePawns) )
LaserTraceEx @DroidHomeState Source code
MountToLaser @DroidHomeState Source code
private final simulated
function MountToLaser (
actor A,
bool InUseAlternate) )
NotifyHitWall @KamikazeState Source code
event bool NotifyHitWall (
vector HitNormal,
actor Wall) )
PickAttackDestination @DroidHomeState Source code
function PickAttackDestination ( ) )
PickHoverDestination @DroidHomeState Source code
RemoveTimer('FireShotTimer') ; } function PickHoverDestination ( ) )
Possess @DroidHomeState Source code
function Possess (
Pawn P ) )
PreBeginPlay @DroidHomeState Source code
event PreBeginPlay ( ) )
ShutdownEffects @DroidHomeState Source code
private final simulated function ShutdownEffects ( ) )
StartFiring @DroidHomeState Source code
function StartFiring ( ) )
Trigger @DroidHomeState Source code
simulated
function Trigger (
Actor Other,
Pawn EventInstigator, optional
name EventName ) )
Trigger @SimpleWaitState Source code
ValidateLowerController @DroidHomeState Source code
function bool ValidateLowerController ( ) )
defaultproperties
{
ActiveAttackState='PrimaryAttack'
AltFireEffectTemplate=ParticleSalamander'drakkboss.ParticleSalamander0'
IdleSpeed=0.500000
RiseYawRate=32767
PreAttackDelayTime=1.000000
AttackDurationTime=2.000000
PostAttackDelayTime=1.000000
TimeBetweenShots=1.000000
AltFireBoltSpeed=3000.000000
CycleType=CT_RandomVisible
AttackDestinationClassName='FlyNode'
WingBoneNames(0)="LeftLeg12"
WingBoneNames(1)="RightLeg12"
WingBoneNames(2)="LeftLeg22"
WingBoneNames(3)="RightLeg22"
WingBoneNames(4)="LeftLeg32"
WingBoneNames(5)="RightLeg32"
WingBoneNames(6)="LeftLeg42"
WingBoneNames(7)="RightLeg42"
PrimaryStageHealth=3000
FireLaserSound=Sound'U2Drakk.FireLaser'
TakeHitSound=Sound'U2JamesA.ASF-Cockpit.Close_02'
WingExplodeSound=Sound'U2WeaponsA.Dispersion.DP_PoweredUpExplode'
TracerTurnOnSound=Sound'U2A.Pickups.fshlite1'
TracerAmbientSound=Sound'U2Drakk.TracerAmbient'
LaserChargeUpSound=Sound'U2DrakkNew.Laser_Charge_1'
SecondaryLaserChargeUpSound=Sound'U2JamesA.ASF-PowerDown.HiPowerUp_01'
SecondaryLaserChargeDownSound=Sound'U2JamesA.ASF-PowerDown.HiPowerDown_01'
SecondaryLaserAmbientSound=Sound'U2WeaponsA.LaserRifle.LR_LaserBeam'
SelfDestructSound=Sound'U2Drakk.DrakkBossTry1'
SecondaryAttackAmbientSound=Sound'U2JamesA.ASF-EngineLoops.HiPowEngLp_01'
DefaultState='SimpleWait'
RotationRate=(Pitch=0,Yaw=8192,Roll=0)
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
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Creation time: sk 3-1-2016 10:48:33.854 - Created with
UnCodeX