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U2Pawns.U2SkaarjBase

Extends
U2PawnBasic
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2SkaarjBase

Direct Known Subclasses:

U2SkaarjHeavy, U2SkaarjLight

Constants Summary
EventIncoming='Incoming'
LeftGloveBoneName="Skaarj L Hand"
RightGloveBoneName="Skaarj R Hand"

Variables Summary
intAmbientSoundIndex
array<string>AmbientSoundStrings
CollisionProxyIncomingIncomingProxy
floatProxyHeight
floatProxyRadius
U2SkaarjBase
floatDefensiveCloseSpeed
floatMovementShakeDuration
floatMovementShakeMagnitude
floatMovementShakeRadius
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 Died (Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ))
functionvector GetFireOffset ()))
functionbool GetLeadTarget ()))
functionvector GetLeftGloveLocation ()))
functionfloat GetProjectileSpeed ()))
functionvector GetRightGloveLocation ()))
function LandedOnTexture (float ImpactSpeed ))
function NotifyDefendLeft ()))
function NotifyDefendRight ()))
function NotifySpawnShot ()))
function NotifySpawnShotLeft ()))
function NotifySpawnShotRight ()))
function PlayMovementSound ()))
function PossessedBy (Controller C ))
event PostBeginPlay ()))
event PreBeginPlay ()))
function SetAmbientSound ()))
function SetAmbientSoundIndex ()))
function ShakeGround (float ShakeScale ))
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
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

EventIncoming Source code

const EventIncoming = 'Incoming';

LeftGloveBoneName Source code

const LeftGloveBoneName = "Skaarj L Hand";

RightGloveBoneName Source code

const RightGloveBoneName = "Skaarj R Hand";


Variables Detail

AmbientSoundIndex Source code

var int AmbientSoundIndex;

AmbientSoundStrings Source code

var array<string> AmbientSoundStrings;

IncomingProxy Source code

var CollisionProxyIncoming IncomingProxy;

ProxyHeight Source code

var float ProxyHeight;

ProxyRadius Source code

var float ProxyRadius;

U2SkaarjBase

DefensiveCloseSpeed Source code

var(U2SkaarjBase) float DefensiveCloseSpeed;

MovementShakeDuration Source code

var(U2SkaarjBase) float MovementShakeDuration;

MovementShakeMagnitude Source code

var(U2SkaarjBase) float MovementShakeMagnitude;

MovementShakeRadius Source code

var(U2SkaarjBase) float MovementShakeRadius;


Functions Detail

Died Source code

function Died ( Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ) )

GetFireOffset Source code

function vector GetFireOffset ( ) )

GetLeadTarget Source code

function bool GetLeadTarget ( ) )

GetLeftGloveLocation Source code

function vector GetLeftGloveLocation ( ) )

GetProjectileSpeed Source code

function float GetProjectileSpeed ( ) )

GetRightGloveLocation Source code

function vector GetRightGloveLocation ( ) )

LandedOnTexture Source code

function LandedOnTexture ( float ImpactSpeed ) )

NotifyDefendLeft Source code

function NotifyDefendLeft ( ) )

NotifyDefendRight Source code

function NotifyDefendRight ( ) )

NotifySpawnShot Source code

function NotifySpawnShot ( ) )

NotifySpawnShotLeft Source code

function NotifySpawnShotLeft ( ) )

NotifySpawnShotRight Source code

function NotifySpawnShotRight ( ) )

PlayMovementSound Source code

simulated function PlayMovementSound ( ) )

PossessedBy Source code

simulated function PossessedBy ( Controller C ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

SetAmbientSound Source code

function SetAmbientSound ( ) )

SetAmbientSoundIndex Source code

function SetAmbientSoundIndex ( ) )

ShakeGround Source code

function ShakeGround ( float ShakeScale ) )

Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator, optional name EventName ) )

WentDormant Source code

function WentDormant ( bool bVal ) )


Defaultproperties

defaultproperties
{
	MovementShakeRadius=1024.000000
	MovementShakeMagnitude=8.000000
	MovementShakeDuration=0.400000
	DefensiveCloseSpeed=0.194000
	ProxyRadius=256.000000
	ProxyHeight=128.000000
	AmbientSoundIndex=-1
     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)
	PostAcquisitionAnimationDelay=1.000000
	AcquisitionAnimationOdds=0.200000
	TauntAnimationOdds=0.200000
	bHasRangedAttack=true
	FireFastPauseTime=0.200000
	ImpaleMountNode="Skaarj R Hand"
	ImpaleAttachDamage=30.000000
	ImpaleAttachShakeMag=15.000000
	ImpaleAttachShakeSecs=0.750000
	ImpaleDetachDamage=30.000000
	ImpaleDetachShakeMag=10.000000
	ImpaleDetachShakeSecs=0.750000
	ImpaleDetachMomentum=350.000000
	bDistressedWandering=false
	WanderDistMax=512.000000
	WanderDistMin=256.000000
	WanderPauseMin=1.000000
	WanderPauseMax=5.000000
	WanderSpeedMin=0.250000
	WanderSpeedMax=0.250000
	WanderSpreadAngle=60.000000
	WanderTurnToDestinationOdds=1.000000
	DamageFilterClass=Class'U2Pawns.DamageFilterSkaarj'
	bHeadTrackingEnabled=true
	bWeaponAimingEnabled=true
	MinTimeBetweenRandomSounds=3.000000
	SetMoveSpeedFudge=1.111000
	WalkingAnims(1)=(MinSpeed=0.550000)
	WalkingAnims(2)=(MinSpeed=0.850000,WalkingAnimType=WAT_RunFast)
	GibSetClass=Class'U2Pawns.GibSetSkaarj'
	LandDamageVelocityStanding=-2000.000000
	LandCompressVelocityStanding=-1300.000000
	LandFatalVelocityStanding=-2600.000000
	bSpecialHardLandings=true
	WalkingSlowPct=0.194000
	AnimateHurtRatio=0.000000
	bCanCrouch=true
	bCanCrawl=true
	bCanStrafe=false
	SightRadiusFriend=1024.000000
	SightRadiusFriendAlert=2500.000000
	RotationRateYawEnemy=48000
	RotationRateYawEnemySeen=65536
	bScaleRotationRates=true
	TacticalMoveType=TMT_Serpentine
	GroundSpeed=450.000000
	WalkingPct=0.194000
	MaxFallSpeed=2000.000000
	ControllerClass=Class'U2Pawns.SkaarjController'
	TeamNumber=20
	RotationRate=(Yaw=15000)
     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 10:48:35.316 - Created with UnCodeX