| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- UnrealShare.ScriptedPawn
Brute, Cow, DevilFish, Fly, Gasbag, Hawk, Krall, Manta, Mercenary, Nali, Pupae, Queen, Skaarj, Slith, Squid, Tentacle, Titan, Warlord
| Constants Summary |
|---|
| Inherited Contants from Engine.Actor |
|---|
| NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Pawn |
|---|
| EAttitude, EIntelligence, EPawnSightCheck |
| Inherited Enumerations from Engine.Actor |
|---|
| EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| MultiTimerType, PointRegion |
| Functions Summary | ||
|---|---|---|
![]() | rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) |
![]() | rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) StakeOut |
![]() | adjustJump ())) FallingState | |
![]() | rotator | AdjustToss (float projSpeed, vector projStart, int aimerror, bool leadTarget, bool warnTarget)) |
![]() | AlarmDone ())) TriggerAlarm | |
![]() | AnimEnd ())) AIFollowingPawn | |
![]() | AnimEnd ())) Ambushing | |
![]() | AnimEnd ())) Charging | |
![]() | AnimEnd ())) Greeting | |
![]() | AnimEnd ())) Guarding | |
![]() | AnimEnd ())) Hunting | |
![]() | AnimEnd ())) MeleeAttack | |
![]() | AnimEnd ())) Patroling | |
![]() | AnimEnd ())) RangedAttack | |
![]() | AnimEnd ())) Retreating | |
![]() | AnimEnd ())) TacticalMove | |
![]() | AnimEnd ())) TriggerAlarm | |
![]() | AnimEnd ())) Waiting | |
![]() | AnimEnd ())) Wandering | |
![]() | AnnoyedBy (Pawn Other)) | |
![]() | eAttitude | AttitudeTo (Pawn Other)) |
![]() | eAttitude | AttitudeToCreature (Pawn Other)) |
![]() | eAttitude | AttitudeWithFear ())) |
![]() | BeginPlay ())) | |
![]() | BeginState ())) Acquisition | |
![]() | BeginState ())) AIFollowingPawn | |
![]() | BeginState ())) AlarmPaused | |
![]() | BeginState ())) Ambushing | |
![]() | BeginState ())) Attacking | |
![]() | BeginState ())) Charging | |
![]() | BeginState ())) FallingState | |
![]() | BeginState ())) Guarding | |
![]() | BeginState ())) Hunting | |
![]() | BeginState ())) MeleeAttack | |
![]() | BeginState ())) Patroling | |
![]() | BeginState ())) RangedAttack | |
![]() | BeginState ())) Retreating | |
![]() | BeginState ())) Roaming | |
![]() | BeginState ())) StakeOut | |
![]() | BeginState ())) StartUp | |
![]() | BeginState ())) TacticalMove | |
![]() | BeginState ())) TakeHit | |
![]() | BeginState ())) Threatening | |
![]() | BeginState ())) TriggerAlarm | |
![]() | BeginState ())) VictoryDance | |
![]() | BeginState ())) Waiting | |
![]() | BeginState ())) Wandering | |
![]() | Bump (actor Other)) | |
![]() | Bump (actor Other)) AlarmPaused | |
![]() | Bump (actor Other)) Greeting | |
![]() | Bump (actor Other)) Retreating | |
![]() | Bump (Actor Other)) Roaming | |
![]() | Bump (actor Other)) TriggerAlarm | |
![]() | Bump (actor Other)) Waiting | |
![]() | bool | CanFireAtEnemy ())) |
![]() | bool | CanStakeOut ())) |
![]() | ChangeDestination ())) Retreating | |
![]() | bool | CheckWithHeadRegion (vector HitLocation, vector TraceDir )) |
![]() | ChooseAttackMode ())) Attacking | |
![]() | ChooseLeaderAttack ())) | |
![]() | bool | ChooseTeamAttackFor (ScriptedPawn TeamMember)) |
![]() | damageAttitudeTo (pawn Other)) | |
![]() | EndState ())) AIFollowingPawn | |
![]() | EndState ())) Charging | |
![]() | EndState ())) FallingState | |
![]() | EndState ())) Hunting | |
![]() | EndState ())) RangedAttack | |
![]() | EndState ())) StakeOut | |
![]() | EndState ())) TacticalMove | |
![]() | EndState ())) Threatening | |
![]() | EndState ())) Wandering | |
![]() | EnemyAcquired ())) | |
![]() | EnemyAcquired ())) AIFollowingPawn | |
![]() | EnemyAcquired ())) Ambushing | |
![]() | EnemyAcquired ())) FallingState | |
![]() | EnemyAcquired ())) Greeting | |
![]() | EnemyAcquired ())) Guarding | |
![]() | EnemyAcquired ())) Patroling | |
![]() | EnemyAcquired ())) Roaming | |
![]() | EnemyAcquired ())) Threatening | |
![]() | EnemyAcquired ())) VictoryDance | |
![]() | EnemyAcquired ())) Waiting | |
![]() | EnemyAcquired ())) Wandering | |
![]() | EnemyNotVisible ())) AlarmPaused | |
![]() | EnemyNotVisible ())) Attacking | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) FallingState | |
![]() | EnemyNotVisible ())) MeleeAttack | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | EnemyNotVisible ())) TacticalMove | |
![]() | EnemyNotVisible ())) Threatening | |
![]() | EnemyNotVisible ())) TriggerAlarm | |
![]() | Falling ())) | |
![]() | FearThisSpot (Actor aSpot)) | |
![]() | FearThisSpot (Actor aSpot)) Charging | |
![]() | FearThisSpot (Actor aSpot)) Hunting | |
![]() | FearThisSpot (Actor aSpot)) Roaming | |
![]() | FearThisSpot (Actor aSpot)) TacticalMove | |
![]() | FearThisSpot (Actor aSpot)) Wandering | |
![]() | FindAlarm ())) TriggerAlarm | |
![]() | FindAmbush ())) Ambushing | |
![]() | bool | FindBestPathToward (actor desired)) |
![]() | FindNextPatrol ())) Patroling | |
![]() | FindShootTarget ())) AlarmPaused | |
![]() | bool | FindViewSpot ())) Hunting |
![]() | bool | FindWanderDest ())) AIFollowingPawn |
![]() | FireProjectile (vector StartOffset, float Accuracy)) | |
![]() | FireWeapon ())) | |
![]() | FollowTargetAquired (Pawn Other) | |
![]() | FollowTargetAquired (Pawn Other )) AIFollowingPawn | |
![]() | FollowTargetAquired (Pawn Other )) Roaming | |
![]() | FollowTargetAquired (Pawn Other )) Waiting | |
![]() | FollowTargetAquired (Pawn Other )) Wandering | |
![]() | bool | Gibbed (name damageType)) |
![]() | GiveUpTactical (bool bNoCharge)) TacticalMove | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) Acquisition | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) Hunting | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) StakeOut | |
![]() | HitWall (vector HitNormal, actor Wall)) Charging | |
![]() | HitWall (vector HitNormal, actor Wall)) Guarding | |
![]() | HitWall (vector HitNormal, actor Wall)) Hunting | |
![]() | HitWall (vector HitNormal, actor Wall)) Patroling | |
![]() | HitWall (vector HitNormal, actor Wall)) Retreating | |
![]() | HitWall (vector HitNormal, actor Wall)) Roaming | |
![]() | HitWall (vector HitNormal, actor Wall)) TacticalMove | |
![]() | HitWall (vector HitNormal, actor Wall)) Wandering | |
![]() | InitAmbushLoc ())) StartUp | |
![]() | InitPatrolLoc ())) StartUp | |
![]() | bool | IsHeadShot (vector HitLocation, vector TraceDir )) |
![]() | JumpOffPawn ())) | |
![]() | JumpOutOfWater (vector jumpDir)) | |
![]() | KeepAttacking ())) MeleeAttack | |
![]() | KeepAttacking ())) RangedAttack | |
![]() | Killed (pawn Killer, pawn Other, name damageType)) | |
![]() | Killed (pawn Killer, pawn Other, name damageType)) AIFollowingPawn | |
![]() | Landed (vector HitNormal)) AIFollowingPawn | |
![]() | Landed (vector HitNormal)) Ambushing | |
![]() | Landed (vector HitNormal)) FallingState | |
![]() | Landed (vector HitNormal)) Greeting | |
![]() | Landed (vector HitNormal)) TakeHit | |
![]() | Landed (vector HitNormal)) Waiting | |
![]() | LongFall ())) | |
![]() | MayFall ())) Charging | |
![]() | MayFall ())) Hunting | |
![]() | bool | MeleeDamageTarget (int hitdamage, vector pushdir)) |
![]() | bool | NearWall (float walldist)) |
![]() | bool | NeedToTurn (vector targ)) |
![]() | PickDestination ())) AIFollowingPawn | |
![]() | PickDestination ())) Guarding | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) Patroling | |
![]() | PickDestination ())) Retreating | |
![]() | PickDestination ())) Roaming | |
![]() | PickDestination (bool bNoCharge)) TacticalMove | |
![]() | PickDestination ())) VictoryDance | |
![]() | PickDestination ())) Wandering | |
![]() | PickGuardDestination ())) Threatening | |
![]() | PickNextSpot ())) Retreating | |
![]() | PickThreatenDestination ())) Threatening | |
![]() | PlayAcquisitionSound ())) | |
![]() | PlayChallenge ())) | |
![]() | PlayCombatMove ())) | |
![]() | PlayDeathHit (float Damage, vector HitLocation, name damageType)) | |
![]() | PlayFearSound ())) | |
![]() | PlayFiring () | |
![]() | PlayGutHit (float tweentime)) | |
![]() | PlayHeadHit (float tweentime)) | |
![]() | PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ)) | |
![]() | PlayHitAnim (vector HitLocation, float Damage)) | |
![]() | PlayHitAnim (vector HitLocation, float Damage)) TakeHit | |
![]() | PlayLeftHit (float tweentime)) | |
![]() | PlayMeleeAttack ())) | |
![]() | PlayRangedAttack ())) | |
![]() | PlayRightHit (float tweentime)) | |
![]() | PlayRoamingSound ())) | |
![]() | PlayThreateningSound ())) | |
![]() | PlayWaitAround ())) AlarmPaused | |
![]() | PreBeginPlay ())) | |
![]() | ReachedHome ())) Retreating | |
![]() | float | RelativeStrength (Pawn Other)) |
![]() | SeePlayer (Actor SeenPlayer)) | |
![]() | SeePlayer (Actor SeenPlayer)) Acquisition | |
![]() | SeePlayer (Actor SeenPlayer)) AlarmPaused | |
![]() | SeePlayer (Actor SeenPlayer)) FallingState | |
![]() | SetAlarm ())) StartUp | |
![]() | SetAlertness (float NewAlertness)) | |
![]() | bool | SetEnemy (Pawn NewEnemy )) |
![]() | bool | SetEnemy (Pawn NewEnemy)) FallingState |
![]() | bool | SetEnemy (Pawn NewEnemy)) Hunting |
![]() | bool | SetEnemy (Pawn NewEnemy)) StakeOut |
![]() | SetFall ())) | |
![]() | SetFall ())) AIFollowingPawn | |
![]() | SetFall ())) AlarmPaused | |
![]() | SetFall ())) Ambushing | |
![]() | SetFall ())) Charging | |
![]() | SetFall ())) FallingState | |
![]() | SetFall ())) Guarding | |
![]() | SetFall ())) Hunting | |
![]() | SetFall ())) Patroling | |
![]() | SetFall ())) Retreating | |
![]() | SetFall ())) Roaming | |
![]() | SetFall ())) StakeOut | |
![]() | SetFall ())) TacticalMove | |
![]() | SetFall ())) TriggerAlarm | |
![]() | SetFall ())) Wandering | |
![]() | SetHome ())) StartUp | |
![]() | SetMovementPhysics ())) | |
![]() | SetTeam ())) StartUp | |
![]() | Carcass | SpawnCarcass ())) |
![]() | SpawnGibbedCarcass ())) | |
![]() | Speak ())) | |
![]() | SpeakOrderTo (ScriptedPawn TeamMember)) | |
![]() | SpeakTo (ScriptedPawn Other)) | |
![]() | StartRoaming ())) | |
![]() | StopFiring ())) | |
![]() | StopWaiting ())) RangedAttack | |
![]() | float | StrafeAdjust ())) |
![]() | bool | StrafeFromDamage (vector momentum, float Damage, ame DamageType, bool bFindDest) |
![]() | bool | StrafeFromDamage (vector momentum, float Damage, name DamageType, bool bFindDest)) Charging |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Acquisition | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) AlarmPaused | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Ambushing | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Charging | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) FallingState | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Greeting | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Guarding | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Hunting | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) MeleeAttack | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Patroling | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) RangedAttack | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Retreating | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Roaming | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) StakeOut | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TacticalMove | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TakeHit | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Threatening | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) TriggerAlarm | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) VictoryDance | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Waiting | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)) Wandering | |
![]() | bool | TestDirection (vector dir, out vector pick)) Wandering |
![]() | Timer ())) AlarmPaused | |
![]() | Timer ())) Ambushing | |
![]() | Timer ())) Attacking | |
![]() | Timer ())) Charging | |
![]() | Timer ())) FallingState | |
![]() | Timer ())) Greeting | |
![]() | Timer ())) Guarding | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) Patroling | |
![]() | Timer ())) RangedAttack | |
![]() | Timer ())) Retreating | |
![]() | Timer ())) Roaming | |
![]() | Timer ())) StakeOut | |
![]() | Timer ())) TacticalMove | |
![]() | Timer ())) TakeHit | |
![]() | Timer ())) Waiting | |
![]() | Timer ())) Wandering | |
![]() | Touch (actor Other)) TriggerAlarm | |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | Trigger (actor Other, pawn EventInstigator )) Patroling | |
![]() | Trigger (actor Other, pawn EventInstigator )) Threatening | |
![]() | TriggerFirstHate ())) | |
![]() | bool | TryToCrouch ())) |
![]() | TryToDuck (vector DuckDir, bool bReversed)) | |
![]() | bool | ValidRecovery ())) TacticalMove |
![]() | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) | |
![]() | WarnTarget (Pawn shooter, float projSpeed, vector FireDir)) Acquisition | |
![]() | WhatToDoNext (name LikelyState, name LikelyLabel)) | |
![]() | ZoneChange (ZoneInfo newZone)) | |
![]() | ZoneChange (ZoneInfo newZone)) FallingState | |
| States Summary |
|---|
| Acquisition Source code |
|---|
|
state Acquisition |
| BeginState, HearNoise, SeePlayer, TakeDamage, WarnTarget |
| AIFollowingPawn Source code |
|---|
|
state AIFollowingPawn |
| AnimEnd, BeginState, EndState, EnemyAcquired, FindWanderDest, FollowTargetAquired, Killed, Landed, PickDestination, SetFall |
| AlarmPaused Source code |
|---|
|
state AlarmPaused |
| BeginState, Bump, EnemyNotVisible, FindShootTarget, PlayWaitAround, SeePlayer, SetFall, TakeDamage, Timer |
| Ambushing Source code |
|---|
|
state Ambushing |
| AnimEnd, BeginState, EnemyAcquired, FindAmbush, Landed, SetFall, TakeDamage, Timer |
| Attacking Source code |
|---|
|
state Attacking |
| BeginState, ChooseAttackMode, EnemyNotVisible, Timer |
| Charging Source code |
|---|
|
state Charging |
| AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, HitWall, MayFall, SetFall, StrafeFromDamage, TakeDamage, Timer |
| FallingState Source code |
|---|
|
state FallingState |
| adjustJump, BeginState, EndState, EnemyAcquired, EnemyNotVisible, Landed, SeePlayer, SetEnemy, SetFall, TakeDamage, Timer, ZoneChange |
| Greeting Source code |
|---|
|
state Greeting |
| AnimEnd, Bump, EnemyAcquired, Landed, TakeDamage, Timer |
| Guarding Source code |
|---|
|
state Guarding |
| AnimEnd, BeginState, EnemyAcquired, HitWall, PickDestination, SetFall, TakeDamage, Timer |
| Hunting Source code |
|---|
|
state Hunting |
| AnimEnd, BeginState, EndState, FearThisSpot, FindViewSpot, HearNoise, HitWall, MayFall, PickDestination, SetEnemy, SetFall, TakeDamage, Timer |
| MeleeAttack Source code |
|---|
|
state MeleeAttack |
| AnimEnd, BeginState, EnemyNotVisible, KeepAttacking, TakeDamage |
| Patroling Source code |
|---|
|
state Patroling |
| AnimEnd, BeginState, EnemyAcquired, FindNextPatrol, HitWall, PickDestination, SetFall, TakeDamage, Timer, Trigger |
| RangedAttack Source code |
|---|
|
state RangedAttack |
| AnimEnd, BeginState, EndState, EnemyNotVisible, KeepAttacking, StopWaiting, TakeDamage, Timer |
| Retreating Source code |
|---|
|
state Retreating |
| AnimEnd, BeginState, Bump, ChangeDestination, HitWall, PickDestination, PickNextSpot, ReachedHome, SetFall, TakeDamage, Timer |
| Roaming Source code |
|---|
|
state Roaming |
| BeginState, Bump, EnemyAcquired, FearThisSpot, FollowTargetAquired, HitWall, PickDestination, SetFall, TakeDamage, Timer |
| StakeOut Source code |
|---|
|
state StakeOut |
| AdjustAim, BeginState, EndState, HearNoise, SetEnemy, SetFall, TakeDamage, Timer |
| StartUp Source code |
|---|
|
auto state StartUp |
| BeginState, InitAmbushLoc, InitPatrolLoc, SetAlarm, SetHome, SetTeam |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| AnimEnd, BeginState, EndState, EnemyNotVisible, FearThisSpot, GiveUpTactical, HitWall, PickDestination, SetFall, TakeDamage, Timer, ValidRecovery |
| TakeHit Source code |
|---|
|
state TakeHit |
| BeginState, Landed, PlayHitAnim, TakeDamage, Timer |
| Threatening Source code |
|---|
|
state Threatening |
| BeginState, EndState, EnemyAcquired, EnemyNotVisible, PickGuardDestination, PickThreatenDestination, TakeDamage, Trigger |
| TriggerAlarm Source code |
|---|
|
state TriggerAlarm |
| AlarmDone, AnimEnd, BeginState, Bump, EnemyNotVisible, FindAlarm, SetFall, TakeDamage, Touch |
| VictoryDance Source code |
|---|
|
state VictoryDance |
| BeginState, EnemyAcquired, PickDestination, TakeDamage |
| Waiting Source code |
|---|
|
state Waiting |
| AnimEnd, BeginState, Bump, EnemyAcquired, FollowTargetAquired, Landed, TakeDamage, Timer |
| Wandering Source code |
|---|
|
state Wandering |
| AnimEnd, BeginState, EndState, EnemyAcquired, FearThisSpot, FollowTargetAquired, HitWall, PickDestination, SetFall, TakeDamage, TestDirection, Timer |
| Variables Detail |
|---|
| Functions Detail |
|---|
AdjustAim Source code
AdjustAim StakeOut Source code
adjustJump FallingState Source code
AdjustToss Source code
AlarmDone TriggerAlarm Source code
AnimEnd AIFollowingPawn Source code
AnimEnd Ambushing Source code
AnimEnd Charging Source code
AnimEnd Greeting Source code
AnimEnd Guarding Source code
AnimEnd Hunting Source code
AnimEnd MeleeAttack Source code
AnimEnd Patroling Source code
AnimEnd RangedAttack Source code
AnimEnd Retreating Source code
AnimEnd TacticalMove Source code
AnimEnd TriggerAlarm Source code
AnimEnd Waiting Source code
AnimEnd Wandering Source code
AnnoyedBy Source code
AttitudeTo Source code
AttitudeToCreature Source code
AttitudeWithFear Source code
BeginPlay Source code
BeginState Acquisition Source code
BeginState AIFollowingPawn Source code
BeginState AlarmPaused Source code
BeginState Ambushing Source code
BeginState Attacking Source code
BeginState Charging Source code
BeginState FallingState Source code
BeginState Guarding Source code
BeginState Hunting Source code
BeginState MeleeAttack Source code
BeginState Patroling Source code
BeginState RangedAttack Source code
BeginState Retreating Source code
BeginState Roaming Source code
BeginState StakeOut Source code
BeginState StartUp Source code
BeginState TacticalMove Source code
BeginState TakeHit Source code
BeginState Threatening Source code
BeginState TriggerAlarm Source code
BeginState VictoryDance Source code
BeginState Waiting Source code
BeginState Wandering Source code
Bump Source code
Bump AlarmPaused Source code
Bump Greeting Source code
Bump Retreating Source code
Bump Roaming Source code
Bump TriggerAlarm Source code
Bump Waiting Source code
CanFireAtEnemy Source code
CanStakeOut Source code
ChangeDestination Retreating Source code
CheckWithHeadRegion Source code
ChooseAttackMode Attacking Source code
ChooseLeaderAttack Source code
ChooseTeamAttackFor Source code
damageAttitudeTo Source code
EndState AIFollowingPawn Source code
EndState Charging Source code
EndState FallingState Source code
EndState Hunting Source code
EndState RangedAttack Source code
EndState StakeOut Source code
EndState TacticalMove Source code
EndState Threatening Source code
EndState Wandering Source code
EnemyAcquired Source code
EnemyAcquired AIFollowingPawn Source code
EnemyAcquired Ambushing Source code
EnemyAcquired FallingState Source code
EnemyAcquired Greeting Source code
EnemyAcquired Guarding Source code
EnemyAcquired Patroling Source code
EnemyAcquired Roaming Source code
EnemyAcquired Threatening Source code
EnemyAcquired VictoryDance Source code
EnemyAcquired Waiting Source code
EnemyAcquired Wandering Source code
EnemyNotVisible AlarmPaused Source code
EnemyNotVisible Attacking Source code
EnemyNotVisible Charging Source code
EnemyNotVisible FallingState Source code
EnemyNotVisible MeleeAttack Source code
EnemyNotVisible RangedAttack Source code
EnemyNotVisible TacticalMove Source code
EnemyNotVisible Threatening Source code
EnemyNotVisible TriggerAlarm Source code
Falling Source code
FearThisSpot Source code
FearThisSpot Charging Source code
FearThisSpot Hunting Source code
FearThisSpot Roaming Source code
FearThisSpot TacticalMove Source code
FearThisSpot Wandering Source code
FindAlarm TriggerAlarm Source code
FindAmbush Ambushing Source code
FindBestPathToward Source code
FindNextPatrol Patroling Source code
FindShootTarget AlarmPaused Source code
FindViewSpot Hunting Source code
FindWanderDest AIFollowingPawn Source code
FireProjectile Source code
FireWeapon Source code
FollowTargetAquired Source code
FollowTargetAquired AIFollowingPawn Source code
FollowTargetAquired Roaming Source code
FollowTargetAquired Waiting Source code
FollowTargetAquired Wandering Source code
Gibbed Source code
GiveUpTactical TacticalMove Source code
HearNoise Source code
HearNoise Acquisition Source code
HearNoise Hunting Source code
HearNoise StakeOut Source code
HitWall Charging Source code
HitWall Guarding Source code
HitWall Hunting Source code
HitWall Patroling Source code
HitWall Retreating Source code
HitWall Roaming Source code
HitWall TacticalMove Source code
HitWall Wandering Source code
InitAmbushLoc StartUp Source code
InitPatrolLoc StartUp Source code
IsHeadShot Source code
JumpOffPawn Source code
JumpOutOfWater Source code
KeepAttacking MeleeAttack Source code
KeepAttacking RangedAttack Source code
Killed Source code
Killed AIFollowingPawn Source code
Landed AIFollowingPawn Source code
Landed Ambushing Source code
Landed FallingState Source code
Landed Greeting Source code
Landed TakeHit Source code
Landed Waiting Source code
LongFall Source code
MayFall Charging Source code
MayFall Hunting Source code
MeleeDamageTarget Source code
NearWall Source code
NeedToTurn Source code
PickDestination AIFollowingPawn Source code
PickDestination Guarding Source code
PickDestination Hunting Source code
PickDestination Patroling Source code
PickDestination Retreating Source code
PickDestination Roaming Source code
PickDestination TacticalMove Source code
PickDestination VictoryDance Source code
PickDestination Wandering Source code
PickGuardDestination Threatening Source code
PickNextSpot Retreating Source code
PickThreatenDestination Threatening Source code
PlayAcquisitionSound Source code
PlayChallenge Source code
PlayCombatMove Source code
PlayDeathHit Source code
PlayFearSound Source code
PlayFiring Source code
PlayGutHit Source code
PlayHeadHit Source code
PlayHit Source code
PlayHitAnim Source code
PlayHitAnim TakeHit Source code
PlayLeftHit Source code
PlayMeleeAttack Source code
PlayRangedAttack Source code
PlayRightHit Source code
PlayRoamingSound Source code
PlayThreateningSound Source code
PlayWaitAround AlarmPaused Source code
PreBeginPlay Source code
ReachedHome Retreating Source code
RelativeStrength Source code
SeePlayer Source code
SeePlayer Acquisition Source code
SeePlayer AlarmPaused Source code
SeePlayer FallingState Source code
SetAlarm StartUp Source code
SetAlertness Source code
SetEnemy Source code
SetEnemy FallingState Source code
SetEnemy Hunting Source code
SetEnemy StakeOut Source code
SetFall Source code
SetFall AIFollowingPawn Source code
SetFall AlarmPaused Source code
SetFall Ambushing Source code
SetFall Charging Source code
SetFall FallingState Source code
SetFall Guarding Source code
SetFall Hunting Source code
SetFall Patroling Source code
SetFall Retreating Source code
SetFall Roaming Source code
SetFall StakeOut Source code
SetFall TacticalMove Source code
SetFall TriggerAlarm Source code
SetFall Wandering Source code
SetHome StartUp Source code
SetMovementPhysics Source code
SetTeam StartUp Source code
SpawnCarcass Source code
SpawnGibbedCarcass Source code
Speak Source code
SpeakOrderTo Source code
SpeakTo Source code
StartRoaming Source code
StopFiring Source code
StopWaiting RangedAttack Source code
StrafeAdjust Source code
StrafeFromDamage Source code
StrafeFromDamage Charging Source code
TakeDamage Acquisition Source code
TakeDamage AlarmPaused Source code
TakeDamage Ambushing Source code
TakeDamage Charging Source code
TakeDamage FallingState Source code
TakeDamage Greeting Source code
TakeDamage Guarding Source code
TakeDamage Hunting Source code
TakeDamage MeleeAttack Source code
TakeDamage Patroling Source code
TakeDamage RangedAttack Source code
TakeDamage Retreating Source code
TakeDamage Roaming Source code
TakeDamage StakeOut Source code
TakeDamage TacticalMove Source code
TakeDamage TakeHit Source code
TakeDamage Threatening Source code
TakeDamage TriggerAlarm Source code
TakeDamage VictoryDance Source code
TakeDamage Waiting Source code
TakeDamage Wandering Source code
TestDirection Wandering Source code
Timer AlarmPaused Source code
Timer Ambushing Source code
Timer Attacking Source code
Timer Charging Source code
Timer FallingState Source code
Timer Greeting Source code
Timer Guarding Source code
Timer Hunting Source code
Timer Patroling Source code
Timer RangedAttack Source code
Timer Retreating Source code
Timer Roaming Source code
Timer StakeOut Source code
Timer TacticalMove Source code
Timer TakeHit Source code
Timer Waiting Source code
Timer Wandering Source code
Touch TriggerAlarm Source code
Trigger Source code
Trigger Patroling Source code
Trigger Threatening Source code
TriggerFirstHate Source code
TryToCrouch Source code
TryToDuck Source code
ValidRecovery TacticalMove Source code
WarnTarget Source code
WarnTarget Acquisition Source code
WhatToDoNext Source code
ZoneChange Source code
ZoneChange FallingState Source code| Defaultproperties |
|---|
defaultproperties
{
CarcassType=Class'UnrealShare.CreatureCarcass'
TimeBetweenAttacks=1.000000
WalkingSpeed=0.400000
bLeadTarget=True
bWarnTarget=True
bFirstShot=True
ProjectileSpeed=800.000000
bFixedStart=True
AirSpeed=320.000000
AccelRate=200.000000
HearingThreshold=0.300000
Land=Sound'UnrealShare.Generic.Land1'
WaterStep=Sound'UnrealShare.Generic.LSplash'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||