| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Engine.LicenseePawn
|
+-- U2.U2Pawn
|
+-- U2AI.U2PawnBase
|
+-- U2AI.U2PawnBasic
|
+-- U2Pawns.U2DrakkMedium
| Variables Summary | |
|---|---|
| bool | bClampActive |
| bool | bConstructedEffects |
| bool | bCutterActive |
| float | BlueScanTimer |
| bool | bSpinnerActive |
| bool | bWelderActive |
| ParticleGenerator | ChargeUpEffect |
| LookTarget | ClampDummy |
| float | ClampTimer |
| LookTarget | CutterDummy |
| float | CutterTimer |
| ParticleRadiator | DamageEffect |
| float | DeactivationTimer |
| ElectricGenerator | ElectricEffect |
| float | FireTimer |
| float | RefurbishFrac |
| int | RefurbishHealth |
| Pawn | ServiceDroid |
| float | ServiceTimer |
| ParticleSalamander | SmokeEffect |
| float | SparkTimer |
| LookTarget | SpinnerDummy |
| float | SpinnerTimer |
| PulseLineGenerator | TracerBeamEffect |
| LookTarget | TracerEndDummy |
| LookTarget | TracerStartDummy |
| LookTarget | WelderDummy |
| float | WelderTimer |
| U2DrakkMedium | |
| bool | bDamageWhenDeactivated |
| float | ChargeLead |
| float | ChargeUpTime |
| float | DeactivationTimeLimit |
| int | LaserDamage |
| float | RechargeTime |
| Structures Summary |
|---|
| Inherited Structures from U2AI.U2PawnBasic |
|---|
| BehaviorT |
| Functions Summary | ||
|---|---|---|
![]() | ChunkUp ())) | |
![]() | ClampStart ())) | |
![]() | ClampStop ())) | |
![]() | Cleanup ())) | |
![]() | ParticleGenerator | ConstructEffect (ParticleGenerator EffectTemplate, optional bool bNoMount)) |
![]() | CutterStart ())) | |
![]() | CutterStop ())) | |
![]() | DeathExplosion ())) | |
![]() | Destroyed ())) | |
![]() | DrakkActivate ())) | |
![]() | DrakkDeactivate ())) | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | bool | FilterInvalidPawn (Pawn P )) |
![]() | FireLaser (vector EndPoint)) | |
![]() | bool | LaserTrace (actor Src, out CheckResult Hit, bool TracePawns)) |
![]() | LimbDamage (actor LimbDummy, int Damage)) | |
![]() | float | LimbStart (name ActionName, name InputName, float Time)) |
![]() | float | LimbStop (name ActionName, name InputName, float Time)) |
![]() | LimbTick (float DeltaTime)) | |
![]() | MountToLaser (actor A)) | |
![]() | ParticleTick (float DeltaTime)) | |
![]() | PostBeginPlay ())) | |
![]() | SpinnerStart ())) | |
![]() | SpinnerStop ())) | |
![]() | Tick (float DeltaTime)) | |
![]() | UpdateElectricEffect (float Amount)) | |
![]() | UpdateSparkEffects (float DeltaTime, float Amount)) | |
![]() | WelderStart ())) | |
![]() | WelderStop ())) | |
| Inherited Functions from U2AI.U2PawnBase |
|---|
| LandedOnTexture, PlayMovementSound, PostBeginPlay, PreBeginPlay, SetWanderParameters |
| Variables Detail |
|---|
| Functions Detail |
|---|
ChunkUp Source code
ClampStart Source code
ClampStop Source code
Cleanup Source code
ConstructEffect Source code
CutterStart Source code
CutterStop Source code
DeathExplosion Source code
Destroyed Source code
DrakkActivate Source code
DrakkDeactivate Source code
eventTakeDamage Source code
FilterInvalidPawn Source code
FireLaser Source code
LaserTrace Source code
LimbDamage Source code
LimbStart Source code
LimbStop Source code
LimbTick Source code
MountToLaser Source code
ParticleTick Source code
PostBeginPlay Source code
SpinnerStart Source code
SpinnerStop Source code
Tick Source code
UpdateElectricEffect Source code
UpdateSparkEffects Source code
WelderStart Source code
WelderStop Source code| Defaultproperties |
|---|
defaultproperties
{
ChargeUpTime=0.800000
ChargeLead=0.250000
RechargeTime=2.000000
LaserDamage=50
DeactivationTimeLimit=60.000000
bDamageWhenDeactivated=true
AttackActiveBehaviors(0)=(StateName=AttackClose,Odds=1.000000,TimeMin=4.000000,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=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)
CombatStyle=100.000000
bHasRangedAttack=true
bDistressedWandering=false
AnimationControllerClass=None
DamageFilterClass=Class'U2Pawns.DamageFilterDrakk'
TossedItems(0)="U2Weapons.ammoLaserRifle"
bCanKnockDown=false
bOverridesDamageEffect=true
ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
GibSetClass=Class'U2Pawns.GibSetDrakkMedium'
GroundSpeed=375.000000
JumpZ=0.000000
Health=800
bAlwaysGib=true
GibForSureHealth=0.000000
GibMaybeHealth=0.000000
GibMaybeOdds=1.000000
TeamNumber=42
bIgnoreImpactForces=true
Mesh=LegendMesh'GlmCharactersG.DrakkMedium'
PrePivot=(Z=15.000000)
Skins(0)=Shader'CharacterFXT.Drakk.DrakkMediumBody2FX'
Skins(1)=Shader'CharacterFXT.Drakk.DrakkMediumBody1FX'
Skins(2)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx'
SoundRadius=200.000000
SoundVolume=250
CollisionRadius=39.000000
CollisionHeight=90.000000
Mass=350.000000
RotationRate=(Pitch=4096,Yaw=6500,Roll=3072)
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleSideBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}
|
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