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U2Pawns.U2SkaarjHeavy

Extends
U2SkaarjBase

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2SkaarjBase
                     |   
                     +-- U2Pawns.U2SkaarjHeavy

Constants Summary
Inherited Contants from U2Pawns.U2SkaarjBase
EventIncoming, LeftGloveBoneName, RightGloveBoneName

Variables Summary
Inherited Variables from U2Pawns.U2SkaarjBase
AmbientSoundIndex, AmbientSoundStrings, DefensiveCloseSpeed, IncomingProxy, MovementShakeDuration, MovementShakeMagnitude, MovementShakeRadius, ProxyHeight, ProxyRadius
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 NotifySpawnShotEx ()))
function NotifySpawnShotLeft ()))
function NotifySpawnShotRight ()))
Inherited Functions from U2Pawns.U2SkaarjBase
Died, GetFireOffset, GetLeadTarget, GetLeftGloveLocation, GetProjectileSpeed, GetRightGloveLocation, LandedOnTexture, NotifyDefendLeft, NotifyDefendRight, NotifySpawnShot, NotifySpawnShotLeft, NotifySpawnShotRight, PlayMovementSound, PossessedBy, PostBeginPlay, PreBeginPlay, SetAmbientSound, SetAmbientSoundIndex, ShakeGround, Trigger, WentDormant
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


Functions Detail

NotifySpawnShotEx Source code

function NotifySpawnShotEx ( ) )

NotifySpawnShotLeft Source code

function NotifySpawnShotLeft ( ) )

NotifySpawnShotRight Source code

function NotifySpawnShotRight ( ) )


Defaultproperties

defaultproperties
{
	DefensiveCloseSpeed=1.000000
     AmbientSoundStrings(0)="U2SkaarjHeavyA.Ambient1"
     AmbientSoundStrings(1)="U2SkaarjHeavyA.Ambient2"
     AmbientSoundStrings(2)="U2SkaarjHeavyA.Ambient3"
     AmbientSoundStrings(3)="U2SkaarjHeavyA.Ambient4"
     AttackActiveBehaviors(0)=(StateName=AttackStationary,Odds=0.500000,TimeMin=0.500000,TimeMax=0.500000)
     AttackActiveBehaviors(1)=(StateName=AttackClose,Odds=0.600000,TimeMin=1.000000,TimeMax=2.000000,bAvoidRepeat=true)
     AttackActiveBehaviors(2)=(StateName=AttackTaunt,Odds=0.020000,TimeMin=5.000000,TimeMax=5.000000,bAvoidRepeat=true)
     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,Odds=0.500000,EntryOdds=1.000000,TimeMin=1.000000,TimeMax=2.500000,bAvoidRepeat=true)
     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)
	AttackMeleeMaxTime=4.000000
	AttackClosingCanFireOdds=0.250000
	AttackClosingReachableDistSquared=16777216.000000
	AttackStationaryCanFireOdds=0.750000
	AttackTacticalMoveCanFireOdds=0.500000
	AcquisitionAnimationOdds=1.000000
	TauntAnimationOdds=1.000000
	bHasMovingMeleeAttack=true
	FireFastDuration=0.250000
	FireCheckFailedRate=0.250000
	Melee01MaxDamage=100
	Melee01MomentumPerUnitDamage=10000
	MeleeAccelRate=4096.000000
	MeleeSpeed=0.750000
	MeleeAccelerationChangeLimit=0.866000
     StepSounds(0)="U2PawnsA.HvyArmorStep1"
     StepSounds(1)="U2PawnsA.HvyArmorStep2"
     StepSounds(2)="U2PawnsA.HvyArmorStep3"
     StepSounds(3)="U2PawnsA.HvyArmorStep4"
	StepSoundRadius=300.000000
     DefaultInventory(0)="U2Pawns.PowerSuitSkaarjHeavy"
	VoicePackage="U2SkaarjHeavyA"
	WalkingAnims(0)=(MinSpeed=0.999000)
	WalkingAnims(1)=(MinSpeed=0.000000,WalkingAnimType=WAT_None)
	bCanKnockDown=false
	bCanPanic=false
	WalkingSlowPct=1.000000
	MeleeOdds=1.000000
	MeleeRange=60.000000
	RotationRateYawEnemy=32767
	RotationRateYawEnemySeen=48000
	TacticalMoveType=TMT_None
	GroundSpeed=130.000000
	WalkingPct=1.000000
	CrouchEyeHeight=44.000000
	CrouchHeight=48.000000
	CrouchRadius=34.000000
	Health=600
	GibForSureHealth=-350.000000
	GibMaybeHealth=-250.000000
	ControllerClass=Class'U2Pawns.SkaarjHeavyController'
	bIgnoreImpactForces=true
	Mesh=LegendMesh'GlmCharactersG.SkaarjHeavy_Default'
	CollisionRadius=34.000000
	CollisionHeight=70.000000
	Mass=1000.000000
	RotationRate=(Pitch=2000,Yaw=10000,Roll=0)
     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 10:48:35.323 - Created with UnCodeX