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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Engine.LicenseePawn
|
+-- U2.U2Pawn
StationaryPawn, U2PawnBase
| Constants Summary | ||
|---|---|---|
| CleanupCarcassTimerName | = | 'CleanupCarcassTimer' |
| DyingPlacedState | = | 'DyingPlaced' |
| MaxCollectMomentumTime | = | 0.25 |
| MaxTossedItems | = | 12 |
| MaxWalkingAnims | = | 8 |
| MissionFailedState | = | 'MissionFailed' |
| TexDormant | = | Texture'JLSSGrey' |
| TexExternalPathError | = | Texture'JLSSBlue' |
| TexInternalPathError | = | Texture'JLSSGreen' |
| TexMinZError | = | Texture'JLSSCyan' |
| TexMoveError | = | Texture'JLSSMagenta' |
| TexOtherError | = | Texture'JLSSYellow' |
| TexScriptLoadError | = | Texture'JLSSWhite' |
| TexScriptRunError | = | Texture'JLSSRed' |
| Inherited Contants from Engine.LicenseePawn |
|---|
| AF_Alert, AF_Hurt, AF_None |
| Enumerations Summary | ||
|---|---|---|
| EErrorType ET_ExternalPath, ET_InternalPath, ET_MinZ, ET_Move, ET_ScriptLoad, ET_ScriptRun, ET_Other, | ||
| Inherited Enumerations from Engine.LicenseePawn |
|---|
| EMoveDir, EWeaponAnimationType |
| Structures Summary | ||
|---|---|---|
| MomentumTransferT MomentumTransfer, Time, NumHits | ||
| SCurrentStatus NumFires, NumAltFires, bFiring, bAltFiring, Yaw, Pitch | ||
| SInitialAgentInput InputName, InputValue | ||
| WalkingAnimInfoT MinSpeed, WalkingAnimType | ||
| Inherited Structures from Engine.Pawn |
|---|
| TSpecialNavigationEntry |
| Functions Summary | ||
|---|---|---|
![]() | AddAdditionalDamageFilter (U2Inventory Inv )) | |
![]() | AddVelocity (vector NewVelocity )) | |
![]() | AddWeaponDamageItem (U2Inventory Inv )) | |
![]() | int | AdjustFinalDamage (int Damage )) |
![]() | float | AdjustWeaponDamage (float Damage )) |
![]() | AnimEnd (int Channel) @DyingPlacedState | |
![]() | AnimEnd (int Channel)) @MissionFailedState | |
![]() | float | ApplyAdditionalDamageFilters (float Damage )) |
![]() | AssignDefaultInventory ())) | |
![]() | BaseChange () @DyingPlacedState | |
![]() | BaseChange ())) @MissionFailedState | |
![]() | BeginState ())) @DyingPlacedState | |
![]() | BeginState ())) @DyingState | |
![]() | BeginState ())) @MissionFailedState | |
![]() | BreathTimer ())) | |
![]() | bool | CanDoRagdollHit ())) |
![]() | ChunkUp ())) | |
![]() | ChunkUp ())) @DyingState | |
![]() | CleanupCarcass ())) @DyingState | |
![]() | CleanupCarcassTimer ())) @DyingState | |
![]() | CleanupShadows ())) @DyingState | |
![]() | Destroyed ())) | |
![]() | DialogBegin (Actor Other )) | |
![]() | DialogEnd ())) | |
![]() | DialogPause ())) | |
![]() | DialogSetEndingFocus (Actor FocusActor )) | |
![]() | DialogSetFocus (Actor FocusActor )) | |
![]() | DialogUnPause ())) | |
![]() | Died (Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum )) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum)) @MissionFailedState | |
![]() | DMAI (coerce string Msg )) | |
![]() | DMAIA (coerce string Msg )) | |
![]() | DMAIE (coerce string Msg )) | |
![]() | DMAIL (coerce string Msg )) | |
![]() | DMAIM (coerce string Msg )) | |
![]() | DoDamageEffect (int Damage, class<DamageType> DamageType, out ParticleRadiator DamageEffect, ParticleRadiator EffectType, optional float MaxScale)) | |
![]() | Dodge (eDoubleClickDir DoubleClickMove, bool bJumpDodge )) | |
![]() | DoGibbedEffect ())) | |
![]() | DoGibs ())) | |
![]() | DropEnergy ())) | |
![]() | DropEnergy () @DyingPlacedState | |
![]() | DumpAgentAnimInfo ())) | |
![]() | DumpAgentInfo ())) | |
![]() | DumpAgentInputInfo ())) | |
![]() | EndState ())) @DyingState | |
![]() | ErrorGeneral (EErrorType ErrorType, coerce string Msg )) | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | FellOutOfWorld ())) | |
![]() | FixSkins ())) | |
![]() | Gesture (name Sequence, optional float Rate )) | |
![]() | ParticleGenerator | GetDamageEffect (float Damage, vector HitLocation )) |
![]() | float | GetDamageIndicatorAngleA () |
![]() | float | GetDamageIndicatorAngleB () |
![]() | string | GetDescription ())) |
![]() | bool | GetInfiniteAmmo ())) |
![]() | float | GetJumpPack ())) |
![]() | string | GetPlayerModel ())) |
![]() | float | GetPowerSuit ())) |
![]() | float | GetPowerSuitMax ())) |
![]() | float | GetPowerSuitPct ())) |
![]() | int | GetPowerSuitResurrections ())) |
![]() | string | GetPowerSuitResurrectionsString ())) |
![]() | bool | GetReloadsEnabled ())) |
![]() | LicenseePawn.EWeaponAnimationType | GetWeaponAnimationTypeW (Weapon Weap )) |
![]() | bool | GiveTossedItem (string ItemStr )) |
![]() | HandleCarcassCleanup ())) @DyingState | |
![]() | HandleJumpSound ())) | |
![]() | bool | HandleKnockdown (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum )) |
![]() | HandleMissionFailed ())) | |
![]() | HandleRandomAttackSound ())) | |
![]() | HandleRandomIdleSound ())) | |
![]() | HandleTakeHit (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum )) | |
![]() | bool | HasGibs ())) |
![]() | bool | IsPanicDamageType (class |
![]() | bool | IsSentient ())) |
![]() | bool | JumpInProgress ())) |
![]() | JumpOutOfWater (vector jumpDir)) | |
![]() | KImpact (actor other, vector pos, vector impactVel, vector impactNorm)) | |
![]() | LandedEx (CheckResult Hit )) | |
![]() | LandedEx (CheckResult Hit) @DyingPlacedState | |
![]() | LandedEx (CheckResult Hit )) @DyingState | |
![]() | LandedEx (CheckResult Hit )) @MissionFailedState | |
![]() | LandedOnTexture (float ImpactSpeed )) | |
![]() | LandThump () @DyingPlacedState | |
![]() | LandThump ())) @DyingState | |
![]() | LandThump ())) @MissionFailedState | |
![]() | LaunchOffPawnDamage (Pawn Stompee )) | |
![]() | LieStill () @DyingPlacedState | |
![]() | LieStill ())) @DyingState | |
![]() | LieStill ())) @MissionFailedState | |
![]() | bool | LookupLoopAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )) |
![]() | bool | LookupPlayAnim (name LookupName, optional float Rate, optional float TweenTime, optional int LockVal )) |
![]() | bool | LookupTweenAnim (name LookupName, optional float TweenTime, optional int LockVal )) |
![]() | MakeErrorObvious (EErrorType ErrorType )) | |
![]() | MantlingBegin ())) | |
![]() | MaybeScaleSettings () | |
![]() | NotifyFallingFar (bool bEnable )) | |
![]() | NotifyGoreDetailChanged (byte GameGoreDetailLevel )) | |
![]() | NotifyRagdollCollisionChange () | |
![]() | NotifyRagdollCollisionChange ())) @DyingState | |
![]() | NotifyRagdollDeathEnded () | |
![]() | NotifyRagdollDeathEnded ())) @DyingState | |
![]() | NotifySetMovementSound (bool bEnable )) | |
![]() | NotifySound (string SoundTableSlot )) | |
![]() | float | PlayDodge (eDoubleClickDir DoubleClickMove )) |
![]() | PlayDying (class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum )) | |
![]() | PlayMovementSound ())) | |
![]() | PlayTakeHit (vector HitLoc, int Damage, class<DamageType> damageType)) @MissionFailedState | |
![]() | PlayTakeHitSound (int Damage, class<DamageType> DamageType, int Mult )) | |
![]() | PlayTaunt ())) | |
![]() | PlayVictoryDance ())) | |
![]() | PlayWaving ())) | |
![]() | PlayWeaponSwitch (Weapon NewWeapon)) @MissionFailedState | |
![]() | PossessedBy (Controller C )) | |
![]() | PostBeginPlay ())) | |
![]() | PostRecvCurrentStatus ())) | |
![]() | PostRecvWeapon ())) | |
![]() | PreBeginPlay ())) | |
![]() | PreRecvCurrentStatus ())) | |
![]() | PreRecvWeapon ())) | |
![]() | PreSetMovement ())) | |
![]() | PressedAltFire ())) | |
![]() | PressedFire ())) | |
![]() | bool | PressingAltFire ())) |
![]() | bool | PressingFire ())) |
![]() | bool | PreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation )) |
![]() | ReduceCylinder ())) @DyingState | |
![]() | RemoveAdditionalDamageFilter (U2Inventory Inv )) | |
![]() | bool | RemoveTossedItem (string ItemStr )) |
![]() | RemoveWeaponDamageItem (U2Inventory Inv )) | |
![]() | Replication ())) | |
![]() | RestoreSightRadius ())) | |
![]() | ServerTaunt (name Sequence )) | |
![]() | SetDefaultWeapon ())) | |
![]() | SetHealth (float NewVal )) | |
![]() | SetInitialState () @DyingPlacedState | |
![]() | SetMovementPhysics (optional bool bInitializing )) | |
![]() | SetNumWalkingAnims ())) | |
![]() | SetPlayerModel (string S )) | |
![]() | SetupAnimationComponents ())) | |
![]() | SetupComponents ())) | |
![]() | SetupSoundComponents ())) | |
![]() | bool | ShouldGib (class<DamageType> DamageType, optional float Damage )) |
![]() | SpamTextures (Texture Tex )) | |
![]() | StopDamageEffects ())) | |
![]() | TakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | TakeDamage (int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType)) @MissionFailedState | |
![]() | TakeDamageHandlePhysics (Pawn InstigatedBy, out vector Momentum )) | |
![]() | TakeDrowningDamage ())) | |
![]() | Taunt (name Sequence )) | |
![]() | TestMissionFailed (name ViewTargetTag )) | |
![]() | Tick (float DeltaTime )) | |
![]() | Tick (float DeltaSeconds )) @DyingState | |
![]() | Timer () @DyingPlacedState | |
![]() | Timer ())) @DyingState | |
![]() | TravelPreAccept ())) | |
![]() | Trigger (Actor Other, Pawn EventInstigator, optional name EventName )) @DyingState | |
| States Summary |
|---|
| @DyingPlacedState Source code |
|---|
|
state @DyingPlacedState extends @DyingState |
| AnimEnd, BaseChange, BeginState, DropEnergy, LandedEx, LandThump, LieStill, SetInitialState, Timer |
| @DyingState Source code |
|---|
|
state @DyingState |
| BeginState, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, EndState, HandleCarcassCleanup, LandedEx, LandThump, LieStill, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, ReduceCylinder, Tick, Timer, Trigger |
| @MissionFailedState Source code |
|---|
|
state @MissionFailedState |
| AnimEnd, BaseChange, BeginState, Died, LandedEx, LandThump, LieStill, PlayTakeHit, PlayWeaponSwitch, TakeDamage |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Enumerations Detail |
|---|
ET_ExternalPath, ET_InternalPath, ET_MinZ, ET_Move, ET_ScriptLoad, ET_ScriptRun, ET_Other,};
| Structures Detail |
|---|
var bool bAltFiring;};
var bool bFiring;
var int<0,3> NumAltFires;
var int<0,3> NumFires;
var int<0,65535,64> Pitch;
var int<0,65535,32> Yaw;
var float MinSpeed;};
var AnimationControllerInterf.EWalkingAnimType WalkingAnimType;
| Functions Detail |
|---|
AddAdditionalDamageFilter Source code
AddVelocity Source code
AddWeaponDamageItem Source code
AdjustFinalDamage Source code
AdjustWeaponDamage Source code
AnimEnd @DyingPlacedState Source code
AnimEnd @MissionFailedState Source code
ApplyAdditionalDamageFilters Source code
AssignDefaultInventory Source code
BaseChange @DyingPlacedState Source code
BaseChange @MissionFailedState Source code
BeginState @DyingPlacedState Source code
BeginState @DyingState Source code
BeginState @MissionFailedState Source code
BreathTimer Source code
CanDoRagdollHit Source code
ChunkUp Source code
ChunkUp @DyingState Source code
CleanupCarcass @DyingState Source code
CleanupCarcassTimer @DyingState Source code
CleanupShadows @DyingState Source code
Destroyed Source code
DialogBegin Source code
DialogEnd Source code
DialogPause Source code
DialogSetEndingFocus Source code
DialogSetFocus Source code
DialogUnPause Source code
Died Source code
Died @MissionFailedState Source code
DMAI Source code
DMAIA Source code
DMAIE Source code
DMAIL Source code
DMAIM Source code
DoDamageEffect Source code
Dodge Source code
DoGibbedEffect Source code
DoGibs Source code
DropEnergy Source code
DropEnergy @DyingPlacedState Source code
DumpAgentAnimInfo Source code
DumpAgentInfo Source code
DumpAgentInputInfo Source code
EndState @DyingState Source code
ErrorGeneral Source code
eventTakeDamage Source code
FellOutOfWorld Source code
FixSkins Source code
Gesture Source code
GetDamageEffect Source code
GetDamageIndicatorAngleA Source code
GetDamageIndicatorAngleB Source code
GetDescription Source code
GetInfiniteAmmo Source code
GetJumpPack Source code
GetPlayerModel Source code
GetPowerSuit Source code
GetPowerSuitMax Source code
GetPowerSuitPct Source code
GetPowerSuitResurrections Source code
GetPowerSuitResurrectionsString Source code
GetReloadsEnabled Source code
GetWeaponAnimationTypeW Source code
GiveTossedItem Source code
HandleCarcassCleanup @DyingState Source code
HandleJumpSound Source code
HandleKnockdown Source code
HandleMissionFailed Source code
HandleRandomAttackSound Source code
HandleRandomIdleSound Source code
HandleTakeHit Source code
HasGibs Source code
IsPanicDamageType Source code
IsSentient Source code
JumpInProgress Source code
JumpOutOfWater Source code
KImpact Source code
LandedEx Source code
LandedEx @DyingPlacedState Source code
LandedEx @DyingState Source code
LandedEx @MissionFailedState Source code
LandedOnTexture Source code
LandThump @DyingPlacedState Source code
LandThump @DyingState Source code
LandThump @MissionFailedState Source code
LaunchOffPawnDamage Source code
LieStill @DyingPlacedState Source code
LieStill @DyingState Source code
LieStill @MissionFailedState Source code
LookupLoopAnim Source code
LookupPlayAnim Source code
LookupTweenAnim Source code
MakeErrorObvious Source code
MantlingBegin Source code
MaybeScaleSettings Source code
NotifyFallingFar Source code
NotifyGoreDetailChanged Source code
NotifyRagdollCollisionChange Source code
NotifyRagdollCollisionChange @DyingState Source code
NotifyRagdollDeathEnded Source code
NotifyRagdollDeathEnded @DyingState Source code
NotifySetMovementSound Source code
NotifySound Source code
PlayDodge Source code
PlayDying Source code
PlayMovementSound Source code
PlayTakeHit @MissionFailedState Source code
PlayTakeHitSound Source code
PlayTaunt Source code
PlayVictoryDance Source code
PlayWaving Source code
PlayWeaponSwitch @MissionFailedState Source code
PossessedBy Source code
PostBeginPlay Source code
PostRecvCurrentStatus Source code
PostRecvWeapon Source code
PreBeginPlay Source code
PreRecvCurrentStatus Source code
PreRecvWeapon Source code
PreSetMovement Source code
PressedAltFire Source code
PressedFire Source code
PressingAltFire Source code
PressingFire Source code
PreventDeath Source code
ReduceCylinder @DyingState Source code
RemoveAdditionalDamageFilter Source code
RemoveTossedItem Source code
RemoveWeaponDamageItem Source code
Replication Source code
RestoreSightRadius Source code
ServerTaunt Source code
SetDefaultWeapon Source code
SetHealth Source code
SetInitialState @DyingPlacedState Source code
SetMovementPhysics Source code
SetNumWalkingAnims Source code
SetPlayerModel Source code
SetupAnimationComponents Source code
SetupComponents Source code
SetupSoundComponents Source code
ShouldGib Source code
SpamTextures Source code
StopDamageEffects Source code
TakeDamage Source code
TakeDamage @MissionFailedState Source code
TakeDamageHandlePhysics Source code
TakeDrowningDamage Source code
Taunt Source code
TestMissionFailed Source code
Tick Source code
Tick @DyingState Source code
Timer @DyingPlacedState Source code
Timer @DyingState Source code
TravelPreAccept Source code
Trigger @DyingState Source code| Defaultproperties |
|---|
defaultproperties
{
AnimationControllerClass=Class'U2.AnimationControllerBase'
AssetsHelperClass=Class'U2.AssetsHelperGeneric'
DamageFilterClass=Class'U2.DamageFilterDefault'
TimeBeforeCarcassDestroyed=30.000000
bServoEnabled=true
MaxHeadTrackPlayerDistance=2048.000000
MaxHeadTrackDistance=1024.000000
MinTimeBetweenHitSounds=0.500000
FriendDeadSoundDelay=1.250000
RandomAttackSoundSlot=STS_Attack
RandomIdleSoundSlot=STS_Idle
MinRandomSoundTime=1.000000
MaxRandomSoundTime=8.000000
MovementPhysics=PHYS_Walking
CrouchingMoveSpeed=0.300000
ProneMoveSpeed=0.300000
StandingMoveSpeed=1.000000
SetMoveSpeedFudge=1.000000
DodgeXYVelocityScale=2.000000
DodgeJumpZScale=0.600000
MinJumpAnimSpeed=100.000000
MinLandAnimSpeed=-100.000000
WalkingAnims(0)=(WalkingAnimType=WAT_WalkFast)
WalkingAnims(1)=(MinSpeed=0.450000,WalkingAnimType=WAT_RunFast)
MinTimeBetweenKnockDowns=0.500000
MinPanicTime=0.500000
bCanPanic=true
PanicSoundPauseSeconds=1.500000
MaxAliveAddedVelocity=1024.000000
MaxDeadAddedVelocity=2048.000000
bQuickCarcassCleanup=true
CarcassSinkRatePerSecMin=1.000000
CarcassSinkRatePerSecMax=160.000000
CarcassSinkRatePerSecInc=100.000000
CarcassShrinkRateX=5.000000
CarcassShrinkRateY=5.000000
CarcassShrinkRateZ=5.000000
CarcassFadeTemplate=ParticleRadiator'corpse_disappear_FX.ParticleRadiator1'
bInfiniteAmmo=true
bReloadsEnabled=true
bDisableErrorColors=true
bDisableErrorMessages=true
DrowningDamageAmount=20.000000
DeathWAT=AT_NoWeapon
DamageEffectOffsetMultiplier=0.500000
GibSetClass=Class'U2.GibSetGeneric'
bCanWalk=true
bCanSwim=true
GibForSureHealth=-250.000000
GibMaybeHealth=-100.000000
GibMaybeOdds=0.500000
ControllerClass=None
LightBrightness=70
LightHue=40
LightSaturation=128
LightRadius=6
Physics=PHYS_Falling
bStasis=false
bIgnoreSingularityDamage=false
bIgnoreSingularityForces=false
AmbientGlow=17
bAutoEnableAgent=true
bDisturbFluidSurface=true
SoundRadius=100.000000
TransientSoundRadius=1500.000000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleSideBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}
|
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