| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealShare.ScriptedPawn
|
+-- UnrealShare.Nali
NaliPriest
| Variables Summary | |
|---|---|
| bool | bCringing |
| bool | bFading |
| bool | bGesture |
| bool | bHasWandered |
| Nali | |
| bool | bNeverBow |
| Weapon | Tool |
| Sounds | |
| sound | backup |
| sound | bowing |
| sound | breath |
| sound | cough |
| sound | cringe |
| sound | pray |
| sound | sweat |
| sound | syllable1 |
| sound | syllable2 |
| sound | syllable3 |
| sound | syllable4 |
| sound | syllable5 |
| sound | syllable6 |
| sound | urgefollow |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Pawn |
|---|
| EAttitude, EIntelligence, EPawnSightCheck |
| Functions Summary | ||
|---|---|---|
![]() | bool | AdjustHitLocation (out vector HitLocation, vector TraceDir)) |
![]() | eAttitude | AttitudeToCreature (Pawn Other)) |
![]() | eAttitude | AttitudeWithFear ())) |
![]() | BeginState ())) AlarmPaused | |
![]() | BeginState ())) FadeOut | |
![]() | BeginState ())) Retreating | |
![]() | Bump (actor Other)) Retreating | |
![]() | Bump (actor Other)) TriggerAlarm | |
![]() | ChangeDestination ())) Retreating | |
![]() | damageAttitudeTo (pawn Other)) | |
![]() | EndState ())) FadeOut | |
![]() | EndState ())) Retreating | |
![]() | EnemyNotVisible ())) Retreating | |
![]() | Killed (pawn Killer, pawn Other, name damageType)) | |
![]() | PickDestination ())) Retreating | |
![]() | PickDestination ())) Roaming | |
![]() | PickDestination ())) Wandering | |
![]() | PlayBigDeath (name DamageType)) | |
![]() | PlayCombatMove ())) | |
![]() | PlayDive ())) | |
![]() | PlayDying (name DamageType, vector HitLoc)) | |
![]() | PlayFearSound ())) | |
![]() | PlayGutDeath (name DamageType)) | |
![]() | PlayHeadDeath (name DamageType)) | |
![]() | PlayLanded (float impactVel)) | |
![]() | PlayLeftDeath (name DamageType)) | |
![]() | PlayMeleeAttack ())) | |
![]() | PlayPatrolStop ())) | |
![]() | PlayPatrolStop ())) Guarding | |
![]() | PlayRangedAttack ())) | |
![]() | PlayRetreating ())) | |
![]() | PlayRightDeath (name DamageType)) | |
![]() | PlayRunning ())) | |
![]() | PlaySwimming ())) | |
![]() | PlayThreatening ())) | |
![]() | PlayTurning ())) | |
![]() | PlayVictoryDance ())) | |
![]() | PlayWaitAround ())) AlarmPaused | |
![]() | PlayWaiting ())) | |
![]() | PlayWaiting ())) AlarmPaused | |
![]() | PlayWaitingAmbush ())) | |
![]() | PlayWalking ())) | |
![]() | PostBeginPlay ())) | |
![]() | ReachedHome ())) Retreating | |
![]() | SeePlayer (actor SeenPlayer)) Retreating | |
![]() | SetFall ())) Retreating | |
![]() | SpeakPrayer ())) | |
![]() | Step ())) | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FadeOut | |
![]() | Tick (float DeltaTime)) FadeOut | |
![]() | TweenToFighter (float tweentime)) | |
![]() | TweenToPatrolStop (float tweentime)) | |
![]() | TweenToRunning (float tweentime)) | |
![]() | TweenToSwimming (float TweenTime)) | |
![]() | TweenToWaiting (float tweentime)) | |
![]() | TweenToWalking (float tweentime)) | |
| States Summary |
|---|
| AlarmPaused Source code |
|---|
|
state AlarmPaused |
| BeginState, PlayWaitAround, PlayWaiting |
| FadeOut Source code |
|---|
|
state FadeOut |
| BeginState, EndState, TakeDamage, Tick |
| Guarding Source code |
|---|
|
state Guarding |
| PlayPatrolStop |
| Retreating Source code |
|---|
|
state Retreating |
| BeginState, Bump, ChangeDestination, EndState, EnemyNotVisible, PickDestination, ReachedHome, SeePlayer, SetFall |
| Roaming Source code |
|---|
|
state Roaming |
| PickDestination |
| TriggerAlarm Source code |
|---|
|
state TriggerAlarm |
| Bump |
| Wandering Source code |
|---|
|
state Wandering |
| PickDestination |
| Variables Detail |
|---|
| Functions Detail |
|---|
AdjustHitLocation Source code
AttitudeToCreature Source code
AttitudeWithFear Source code
BeginState AlarmPaused Source code
BeginState FadeOut Source code
BeginState Retreating Source code
Bump Retreating Source code
Bump TriggerAlarm Source code
ChangeDestination Retreating Source code
damageAttitudeTo Source code
EndState FadeOut Source code
EndState Retreating Source code
EnemyNotVisible Retreating Source code
Killed Source code
PickDestination Retreating Source code
PickDestination Roaming Source code
PickDestination Wandering Source code
PlayBigDeath Source code
PlayCombatMove Source code
PlayDive Source code
PlayDying Source code
PlayFearSound Source code
PlayGutDeath Source code
PlayHeadDeath Source code
PlayLanded Source code
PlayLeftDeath Source code
PlayMeleeAttack Source code
PlayPatrolStop Source code
PlayPatrolStop Guarding Source code
PlayRangedAttack Source code
PlayRetreating Source code
PlayRightDeath Source code
PlayRunning Source code
PlaySwimming Source code
PlayThreatening Source code
PlayTurning Source code
PlayVictoryDance Source code
PlayWaitAround AlarmPaused Source code
PlayWaiting Source code
PlayWaiting AlarmPaused Source code
PlayWaitingAmbush Source code
PlayWalking Source code
PostBeginPlay Source code
ReachedHome Retreating Source code
SeePlayer Retreating Source code
SetFall Retreating Source code
SpeakPrayer Source code
Step Source code
TakeDamage FadeOut Source code
Tick FadeOut Source code
TweenToFighter Source code
TweenToPatrolStop Source code
TweenToRunning Source code
TweenToSwimming Source code
TweenToWaiting Source code
TweenToWalking Source code| Defaultproperties |
|---|
defaultproperties
{
syllable1=Sound'UnrealShare.Nali.syl1n'
syllable2=Sound'UnrealShare.Nali.syl2n'
syllable3=Sound'UnrealShare.Nali.syl3n'
syllable4=Sound'UnrealShare.Nali.syl4n'
syllable5=Sound'UnrealShare.Nali.syl5n'
syllable6=Sound'UnrealShare.Nali.syl6n'
urgefollow=Sound'UnrealShare.Nali.follow1n'
Cringe=Sound'UnrealShare.Nali.cringe2n'
Cough=Sound'UnrealShare.Nali.cough1n'
Sweat=Sound'UnrealShare.Nali.sweat1n'
Bowing=Sound'UnrealShare.Nali.bowing1n'
Backup=Sound'UnrealShare.Nali.backup2n'
pray=Sound'UnrealShare.Nali.pray1n'
Breath=Sound'UnrealShare.Nali.breath1n'
CarcassType=Class'UnrealShare.NaliCarcass'
TimeBetweenAttacks=0.500000
Aggressiveness=-10.000000
RefireRate=0.500000
bHasRangedAttack=True
bIsWuss=True
HeadOffset=(Z=47.000000)
HeadRadius=11.000000
Acquire=Sound'UnrealShare.Nali.contct1n'
Fear=Sound'UnrealShare.Nali.fear1n'
Roam=Sound'UnrealShare.Nali.breath1n'
Threaten=Sound'UnrealShare.Nali.contct3n'
MeleeRange=40.000000
GroundSpeed=300.000000
WaterSpeed=100.000000
AccelRate=900.000000
JumpZ=-1.000000
SightRadius=1500.000000
Health=40
UnderWaterTime=6.000000
AttitudeToPlayer=ATTITUDE_Friendly
Intelligence=BRAINS_HUMAN
HitSound1=Sound'UnrealShare.Nali.injur1n'
HitSound2=Sound'UnrealShare.Nali.injur2n'
Die=Sound'UnrealShare.Nali.death1n'
DrawType=DT_Mesh
Mesh=LodMesh'UnrealShare.Nali1'
CollisionRadius=24.000000
CollisionHeight=48.000000
Buoyancy=95.000000
RotationRate=(Pitch=2048,Yaw=40000,Roll=0)
}
|
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