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U2Pawns.U2DrakkLight

Extends
U2PawnBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2DrakkLight

Constants Summary
ChargeDuration=1.0
LeftArmEndBone="Bone69"
LeftClampEndBone="Bone07"
MaxChargeDistance=600.0
MinChargeDistance=400.0
MinChargeSustainTime=2.75
RightArmEndBone="Bone33"
RightClampEndBone="Bone47"

Variables Summary
boolbArmsActive
boolbClampsActive
boolbConstructedEffects
floatChargeLevel
floatChargeRate
floatChargeTime
ParticleRadiatorDamageEffect
ActorLastEnemy
ElectricGeneratorLeftArmElectricEffect
BendiBeamGeneratorLeftBendiEffect
ParticleSalamanderLeftClampChargeEffect
LookTargetLeftClampDummy
ElectricGeneratorLeftClampElectricEffect
floatOrigGroundSpeed
ElectricGeneratorRightArmElectricEffect
BendiBeamGeneratorRightBendiEffect
ParticleSalamanderRightClampChargeEffect
LookTargetRightClampDummy
ElectricGeneratorRightClampElectricEffect
floatScreamSoundDuration
floatScreamSoundTimer
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
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

Structures Summary
Inherited Structures from U2AI.U2PawnBasic
BehaviorT

Functions Summary
function ArmsStart ()))
function ArmsStop ()))
function ChunkUp ()))
function ClampsStart ()))
function ClampsStop ()))
event Cleanup ()))
functionBendiBeamGenerator ConstructBendi (string BoneName, actor DummyStart, actor DummyEnd))
functionParticleSalamander ConstructCharge (string BoneName))
functionElectricGenerator ConstructElectric (string BoneName, bool bChargeEffect))
function DeathExplosion ()))
event Destroyed ()))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function LimbTick (float DeltaTime))
function ParticleTick (float DeltaTime))
event PostBeginPlay ()))
event Tick (float DeltaTime))
function WentDormant (bool bVal ))
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
Inherited Functions from U2AI.U2PawnBase
LandedOnTexture, PlayMovementSound, PostBeginPlay, PreBeginPlay, SetWanderParameters


Constants Detail

ChargeDuration Source code

const ChargeDuration = 1.0;

LeftArmEndBone Source code

const LeftArmEndBone = "Bone69";

LeftClampEndBone Source code

const LeftClampEndBone = "Bone07";

MaxChargeDistance Source code

const MaxChargeDistance = 600.0;

MinChargeDistance Source code

const MinChargeDistance = 400.0;

MinChargeSustainTime Source code

const MinChargeSustainTime = 2.75;

RightArmEndBone Source code

const RightArmEndBone = "Bone33";

RightClampEndBone Source code

const RightClampEndBone = "Bone47";


Variables Detail

bArmsActive Source code

var bool bArmsActive;

bClampsActive Source code

var bool bClampsActive;

bConstructedEffects Source code

var bool bConstructedEffects;

ChargeLevel Source code

var float ChargeLevel;

ChargeRate Source code

var float ChargeRate;

ChargeTime Source code

var float ChargeTime;

DamageEffect Source code

var ParticleRadiator DamageEffect;

LastEnemy Source code

var Actor LastEnemy;

LeftArmElectricEffect Source code

var ElectricGenerator LeftArmElectricEffect;

LeftBendiEffect Source code

var BendiBeamGenerator LeftBendiEffect;

LeftClampChargeEffect Source code

var ParticleSalamander LeftClampChargeEffect;

LeftClampDummy Source code

var LookTarget LeftClampDummy;

LeftClampElectricEffect Source code

var ElectricGenerator LeftClampElectricEffect;

OrigGroundSpeed Source code

var float OrigGroundSpeed;

RightArmElectricEffect Source code

var ElectricGenerator RightArmElectricEffect;

RightBendiEffect Source code

var BendiBeamGenerator RightBendiEffect;

RightClampChargeEffect Source code

var ParticleSalamander RightClampChargeEffect;

RightClampDummy Source code

var LookTarget RightClampDummy;

RightClampElectricEffect Source code

var ElectricGenerator RightClampElectricEffect;

ScreamSoundDuration Source code

var float ScreamSoundDuration;

ScreamSoundTimer Source code

var float ScreamSoundTimer;


Functions Detail

ArmsStart Source code

function ArmsStart ( ) )

ArmsStop Source code

function ArmsStop ( ) )

ChunkUp Source code

function ChunkUp ( ) )

ClampsStart Source code

function ClampsStart ( ) )

ClampsStop Source code

function ClampsStop ( ) )

Cleanup Source code

simulated event Cleanup ( ) )

ConstructBendi Source code

simulated function BendiBeamGenerator ConstructBendi ( string BoneName, actor DummyStart, actor DummyEnd) )

ConstructCharge Source code

simulated function ParticleSalamander ConstructCharge ( string BoneName) )

ConstructElectric Source code

simulated function ElectricGenerator ConstructElectric ( string BoneName, bool bChargeEffect) )

DeathExplosion Source code

function DeathExplosion ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

eventTakeDamage Source code

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

LimbTick Source code

function LimbTick ( float DeltaTime) )

ParticleTick Source code

simulated function ParticleTick ( float DeltaTime) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

Tick Source code

event Tick ( float DeltaTime) )

WentDormant Source code

function WentDormant ( bool bVal ) )


Defaultproperties

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)
	CombatStyle=100.000000
	bDistressedWandering=false
	AnimationControllerClass=None
	DamageFilterClass=Class'U2Pawns.DamageFilterDrakk'
	bCanKnockDown=false
	bOverridesDamageEffect=true
	ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	GibSetClass=Class'U2Pawns.GibSetDrakkLight'
	MeleeOdds=1.000000
	GroundSpeed=375.000000
	JumpZ=0.000000
	Health=400
	GibForSureHealth=0.000000
	GibMaybeHealth=0.000000
	GibMaybeOdds=1.000000
	TeamNumber=42
	AmbientSound=Sound'U2Drakk.Ambient'
	Mesh=LegendMesh'GlmCharactersG.DrakkLight'
	DrawScale=0.750000
	PrePivot=(Z=11.000000)
     Skins(0)=Shader'CharacterFXT.Drakk.DrakkLight_AFX'
     Skins(1)=Shader'CharacterFXT.Drakk.DrakkLight_BFX'
     Skins(2)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx'
	CollisionRadius=34.000000
	Mass=350.000000
	RotationRate=(Pitch=4096,Yaw=52000,Roll=3072)
     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 10:48:33.881 - Created with UnCodeX