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U2Pawns.U2DrakkMedium

Extends
U2PawnBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2DrakkMedium

Variables Summary
boolbClampActive
boolbConstructedEffects
boolbCutterActive
floatBlueScanTimer
boolbSpinnerActive
boolbWelderActive
ParticleGeneratorChargeUpEffect
LookTargetClampDummy
floatClampTimer
LookTargetCutterDummy
floatCutterTimer
ParticleRadiatorDamageEffect
floatDeactivationTimer
ElectricGeneratorElectricEffect
floatFireTimer
floatRefurbishFrac
intRefurbishHealth
PawnServiceDroid
floatServiceTimer
ParticleSalamanderSmokeEffect
floatSparkTimer
LookTargetSpinnerDummy
floatSpinnerTimer
PulseLineGeneratorTracerBeamEffect
LookTargetTracerEndDummy
LookTargetTracerStartDummy
LookTargetWelderDummy
floatWelderTimer
U2DrakkMedium
boolbDamageWhenDeactivated
floatChargeLead
floatChargeUpTime
floatDeactivationTimeLimit
intLaserDamage
floatRechargeTime
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 ChunkUp ()))
function ClampStart ()))
function ClampStop ()))
function Cleanup ()))
functionParticleGenerator ConstructEffect (ParticleGenerator EffectTemplate, optional bool bNoMount))
function CutterStart ()))
function CutterStop ()))
function DeathExplosion ()))
event Destroyed ()))
function DrakkActivate ()))
function DrakkDeactivate ()))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
functionbool FilterInvalidPawn (Pawn P ))
function FireLaser (vector EndPoint))
functionbool LaserTrace (actor Src, out CheckResult Hit, bool TracePawns))
function LimbDamage (actor LimbDummy, int Damage))
functionfloat LimbStart (name ActionName, name InputName, float Time))
functionfloat LimbStop (name ActionName, name InputName, float Time))
function LimbTick (float DeltaTime))
function MountToLaser (actor A))
function ParticleTick (float DeltaTime))
event PostBeginPlay ()))
function SpinnerStart ()))
function SpinnerStop ()))
event Tick (float DeltaTime))
function UpdateElectricEffect (float Amount))
function UpdateSparkEffects (float DeltaTime, float Amount))
function WelderStart ()))
function WelderStop ()))
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


Variables Detail

bClampActive Source code

var bool bClampActive;

bConstructedEffects Source code

var bool bConstructedEffects;

bCutterActive Source code

var bool bCutterActive;

BlueScanTimer Source code

var float BlueScanTimer;

bSpinnerActive Source code

var bool bSpinnerActive;

bWelderActive Source code

var bool bWelderActive;

ChargeUpEffect Source code

var ParticleGenerator ChargeUpEffect;

ClampDummy Source code

var LookTarget ClampDummy;

ClampTimer Source code

var float ClampTimer;

CutterDummy Source code

var LookTarget CutterDummy;

CutterTimer Source code

var float CutterTimer;

DamageEffect Source code

var ParticleRadiator DamageEffect;

DeactivationTimer Source code

var float DeactivationTimer;

ElectricEffect Source code

var ElectricGenerator ElectricEffect;

FireTimer Source code

var float FireTimer;

RefurbishFrac Source code

var float RefurbishFrac;

RefurbishHealth Source code

var int RefurbishHealth;

ServiceDroid Source code

var Pawn ServiceDroid;

ServiceTimer Source code

var float ServiceTimer;

SmokeEffect Source code

var ParticleSalamander SmokeEffect;

SparkTimer Source code

var float SparkTimer;

SpinnerDummy Source code

var LookTarget SpinnerDummy;

SpinnerTimer Source code

var float SpinnerTimer;

TracerBeamEffect Source code

var PulseLineGenerator TracerBeamEffect;

TracerEndDummy Source code

var LookTarget TracerEndDummy;

TracerStartDummy Source code

var LookTarget TracerStartDummy;

WelderDummy Source code

var LookTarget WelderDummy;

WelderTimer Source code

var float WelderTimer;

U2DrakkMedium

bDamageWhenDeactivated Source code

var(U2DrakkMedium) bool bDamageWhenDeactivated;

ChargeLead Source code

var(U2DrakkMedium) float ChargeLead;

ChargeUpTime Source code

var(U2DrakkMedium) float ChargeUpTime;

DeactivationTimeLimit Source code

var(U2DrakkMedium) float DeactivationTimeLimit;

LaserDamage Source code

var(U2DrakkMedium) int LaserDamage;

RechargeTime Source code

var(U2DrakkMedium) float RechargeTime;


Functions Detail

ChunkUp Source code

function ChunkUp ( ) )

ClampStart Source code

function ClampStart ( ) )

ClampStop Source code

function ClampStop ( ) )

Cleanup Source code

function Cleanup ( ) )

ConstructEffect Source code

simulated function ParticleGenerator ConstructEffect ( ParticleGenerator EffectTemplate, optional bool bNoMount) )

CutterStart Source code

function CutterStart ( ) )

CutterStop Source code

function CutterStop ( ) )

DeathExplosion Source code

function DeathExplosion ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

DrakkActivate Source code

simulated function DrakkActivate ( ) )

DrakkDeactivate Source code

simulated function DrakkDeactivate ( ) )

eventTakeDamage Source code

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

FilterInvalidPawn Source code

function bool FilterInvalidPawn ( Pawn P ) )

FireLaser Source code

simulated function FireLaser ( vector EndPoint) )

LaserTrace Source code

simulated function bool LaserTrace ( actor Src, out CheckResult Hit, bool TracePawns) )

LimbDamage Source code

function LimbDamage ( actor LimbDummy, int Damage) )

LimbStart Source code

function float LimbStart ( name ActionName, name InputName, float Time) )

LimbStop Source code

function float LimbStop ( name ActionName, name InputName, float Time) )

LimbTick Source code

function LimbTick ( float DeltaTime) )

MountToLaser Source code

simulated function MountToLaser ( actor A) )

ParticleTick Source code

simulated function ParticleTick ( float DeltaTime) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

SpinnerStart Source code

function SpinnerStart ( ) )

SpinnerStop Source code

function SpinnerStop ( ) )

Tick Source code

event Tick ( float DeltaTime) )

UpdateElectricEffect Source code

function UpdateElectricEffect ( float Amount) )

UpdateSparkEffects Source code

function UpdateSparkEffects ( float DeltaTime, float Amount) )

WelderStart Source code

function WelderStart ( ) )

WelderStop Source code

function WelderStop ( ) )


Defaultproperties

defaultproperties
{
	ChargeUpTime=0.800000
	ChargeLead=0.250000
	RechargeTime=2.000000
	LaserDamage=50
	DeactivationTimeLimit=60.000000
	bDamageWhenDeactivated=true
     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
	bHasRangedAttack=true
	bDistressedWandering=false
	AnimationControllerClass=None
	DamageFilterClass=Class'U2Pawns.DamageFilterDrakk'
	TossedItems(0)="U2Weapons.ammoLaserRifle"
	bCanKnockDown=false
	bOverridesDamageEffect=true
	ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	GibSetClass=Class'U2Pawns.GibSetDrakkMedium'
	GroundSpeed=375.000000
	JumpZ=0.000000
	Health=800
	bAlwaysGib=true
	GibForSureHealth=0.000000
	GibMaybeHealth=0.000000
	GibMaybeOdds=1.000000
	TeamNumber=42
	bIgnoreImpactForces=true
	Mesh=LegendMesh'GlmCharactersG.DrakkMedium'
	PrePivot=(Z=15.000000)
     Skins(0)=Shader'CharacterFXT.Drakk.DrakkMediumBody2FX'
     Skins(1)=Shader'CharacterFXT.Drakk.DrakkMediumBody1FX'
     Skins(2)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx'
	SoundRadius=200.000000
	SoundVolume=250
	CollisionRadius=39.000000
	CollisionHeight=90.000000
	Mass=350.000000
	RotationRate=(Pitch=4096,Yaw=6500,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 10:48:33.892 - Created with UnCodeX