Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

U2Pawns.U2Tosc

Extends
U2PawnBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic
                  |   
                  +-- U2Pawns.U2Tosc

Constants Summary
MaxRangedAttackTime=2.86

Variables Summary
ParticleGeneratorAltFireChargeEffect
ParticleGeneratorAltFireEffect
ParticleGeneratorArmOozeEffect
floatArmTossSpeed
nameArmTossTargetActorTag
boolbBurning
boolbDamageImmune
boolbReachedDropArmHealth
PawnBurnVictim
ParticleGeneratorChargeEffect
ActorDropArmLocationActor
PawnLastEnemy
ParticleGeneratorLeftToeEffects[3]
ParticleGeneratorMuzzleFlashEffect
ParticleGeneratorRightToeEffects[3]
floatToscLastMumbleTime
floatToscPainAnimTime
U2Tosc
nameDropArmLocationActorTag
floatMaxPreferNPCEnemyDistance
floatMinToleratePlayerDistance
nameTriggerCutsceneEvent
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 ChargeUpBegin ()))
function ChargeUpCancel ()))
event Destroyed ()))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
functionActor FindArmTossTarget ()))
functionProjectile HandleSpawnShot (float ProjSpeed, bool bProjLeadTarget ))
function HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
function InitEffects ()))
function MobilityTimer ()))
function NotifyDropArm ()))
function NotifyToscAltFireBurnBegin ()))
function NotifyToscAltFireBurnEnd ()))
function NotifyToscSoundDeath ()))
function NotifyToscSoundHit01 ()))
function NotifyToscSoundHit02 ()))
function NotifyToscSoundHit03 ()))
function NotifyToscSoundIdle ()))
function NotifyToscSoundInterest ()))
function NotifyToscSoundMelee01 ()))
function NotifyToscSoundMelee02 ()))
function NotifyToscSoundRanged01 ()))
function NotifyToscSoundRanged02 ()))
function NotifyToscSoundTurn ()))
function NotifyToscSoundWalkLeft ()))
function NotifyToscSoundWalkRight ()))
function NotifyToscSoundWeapon ()))
function PlayArmDrop ()))
function PossessedBy (Controller C ))
event PostBeginPlay ()))
function ShutdownEffects ()))
function SpawnArm ()))
event Tick (float DeltaTime ))
function ToggleBurn ()))
function ToscStopMoving (float Duration))
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

MaxRangedAttackTime Source code

const MaxRangedAttackTime = 2.86;


Variables Detail

AltFireChargeEffect Source code

var ParticleGenerator AltFireChargeEffect;

AltFireEffect Source code

var ParticleGenerator AltFireEffect;

ArmOozeEffect Source code

var ParticleGenerator ArmOozeEffect;

ArmTossSpeed Source code

var float ArmTossSpeed;

ArmTossTargetActorTag Source code

var name ArmTossTargetActorTag;

bBurning Source code

var bool bBurning;

bDamageImmune Source code

var bool bDamageImmune;

bReachedDropArmHealth Source code

var bool bReachedDropArmHealth;

BurnVictim Source code

var Pawn BurnVictim;

ChargeEffect Source code

var ParticleGenerator ChargeEffect;

DropArmLocationActor Source code

var Actor DropArmLocationActor;

LastEnemy Source code

var Pawn LastEnemy;

LeftToeEffects[3] Source code

var ParticleGenerator LeftToeEffects[3];

MuzzleFlashEffect Source code

var ParticleGenerator MuzzleFlashEffect;

RightToeEffects[3] Source code

var ParticleGenerator RightToeEffects[3];

ToscLastMumbleTime Source code

var float ToscLastMumbleTime;

ToscPainAnimTime Source code

var float ToscPainAnimTime;

U2Tosc

DropArmLocationActorTag Source code

var(U2Tosc) name DropArmLocationActorTag;

MaxPreferNPCEnemyDistance Source code

var(U2Tosc) float MaxPreferNPCEnemyDistance;

MinToleratePlayerDistance Source code

var(U2Tosc) float MinToleratePlayerDistance;

TriggerCutsceneEvent Source code

var(U2Tosc) name TriggerCutsceneEvent;


Functions Detail

ChargeUpBegin Source code

function ChargeUpBegin ( ) )

ChargeUpCancel Source code

function ChargeUpCancel ( ) )

Destroyed Source code

event Destroyed ( ) )

eventTakeDamage Source code

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

FindArmTossTarget Source code

function Actor FindArmTossTarget ( ) )

HandleSpawnShot Source code

function Projectile HandleSpawnShot ( float ProjSpeed, bool bProjLeadTarget ) )

HandleTakeHit Source code

function HandleTakeHit ( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) )

InitEffects Source code

function InitEffects ( ) )

MobilityTimer Source code

function MobilityTimer ( ) )

NotifyDropArm Source code

function NotifyDropArm ( ) )

NotifyToscAltFireBurnBegin Source code

function NotifyToscAltFireBurnBegin ( ) )

NotifyToscAltFireBurnEnd Source code

function NotifyToscAltFireBurnEnd ( ) )

NotifyToscSoundDeath Source code

function NotifyToscSoundDeath ( ) )

NotifyToscSoundHit01 Source code

function NotifyToscSoundHit01 ( ) )

NotifyToscSoundHit02 Source code

function NotifyToscSoundHit02 ( ) )

NotifyToscSoundHit03 Source code

function NotifyToscSoundHit03 ( ) )

NotifyToscSoundIdle Source code

function NotifyToscSoundIdle ( ) )

NotifyToscSoundInterest Source code

function NotifyToscSoundInterest ( ) )

NotifyToscSoundMelee01 Source code

function NotifyToscSoundMelee01 ( ) )

NotifyToscSoundMelee02 Source code

function NotifyToscSoundMelee02 ( ) )

NotifyToscSoundRanged01 Source code

function NotifyToscSoundRanged01 ( ) )

NotifyToscSoundRanged02 Source code

function NotifyToscSoundRanged02 ( ) )

NotifyToscSoundTurn Source code

function NotifyToscSoundTurn ( ) )

NotifyToscSoundWalkLeft Source code

function NotifyToscSoundWalkLeft ( ) )

NotifyToscSoundWalkRight Source code

function NotifyToscSoundWalkRight ( ) )

NotifyToscSoundWeapon Source code

function NotifyToscSoundWeapon ( ) )

PlayArmDrop Source code

function PlayArmDrop ( ) )

PossessedBy Source code

function PossessedBy ( Controller C ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

ShutdownEffects Source code

function ShutdownEffects ( ) )

SpawnArm Source code

function SpawnArm ( ) )

Tick Source code

event Tick ( float DeltaTime ) )

ToggleBurn Source code

function ToggleBurn ( ) )

ToscStopMoving Source code

function ToscStopMoving ( float Duration) )

WentDormant Source code

function WentDormant ( bool bVal ) )


Defaultproperties

defaultproperties
{
	MinToleratePlayerDistance=-1.000000
	MaxPreferNPCEnemyDistance=-1.000000
	TriggerCutsceneEvent='CutsceneStart'
	ArmTossTargetActorTag='ArmTossTarget'
	ArmTossSpeed=535.000000
     AttackActiveBehaviors(0)=(StateName=AttackStationary,Odds=0.750000,TimeMin=2.860000,TimeMax=2.860000)
     AttackActiveBehaviors(1)=(StateName=AttackCloseCharge,Odds=0.250000,TimeMin=3.000000,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=AttackFallback,Odds=1.000000,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)
	bLeadTarget=false
	bFearNPCsMoreThanPlayers=true
	AttackClosingCanFireOdds=0.000000
	bHasRangedAttack=true
	RangeMaxAttackMobile=4096.000000
	RangeMaxAttackMobileNoLOS=4096.000000
	RangedProjectileClass=Class'U2Weapons.projectileBlackHole'
	FireOffset=(X=80.000000,Y=40.000000,Z=-20.000000)
	Melee01MaxDamage=3000
	Melee02MaxDamage=3000
	Melee01MomentumPerUnitDamage=650
	Melee02MomentumPerUnitDamage=0
	bDistressedWandering=false
	DamageFilterClass=Class'U2Pawns.DamageFilterTosc'
	bHeadTrackingEnabled=true
	bWeaponAimingEnabled=true
	bCanKnockDown=false
	bCanPanic=false
	bQuickCarcassCleanup=false
	SightRadiusFriend=1024.000000
	SightRadiusFriendAlert=2500.000000
	MeleeOdds=0.500000
	MeleeRange=80.000000
	GroundSpeed=206.800003
	WalkingPct=1.000000
	Health=10000
	bNeverGib=true
	ControllerClass=Class'U2Pawns.U2ToscController'
	TeamNumber=58
	bIgnoreImpactForces=true
	AmbientSound=Sound'U2Tosc.Tosc_Idle_4'
	Mesh=LegendMesh'GlmCharactersG.Tosc'
	DrawScale=2.000000
     Skins(0)=Shader'CharacterFXT.Tosc.toscsingcannonmat'
     Skins(1)=Shader'CharacterFXT.Tosc.ToscHeadMAT'
     Skins(2)=Shader'CharacterFXT.Tosc.tosclegsmat'
     Skins(3)=Shader'CharacterFXT.Tosc.toscarmsmat'
     Skins(4)=Shader'CharacterFXT.Tosc.tosclegstendonsmat'
     Skins(5)=Shader'CharacterFXT.Tosc.ToscHeadMAT'
	SoundRadius=240.000000
	CollisionRadius=80.000000
	CollisionHeight=120.000000
	Mass=400.000000
	RotationRate=(Yaw=8192)
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 3-1-2016 10:48:35.424 - Created with UnCodeX