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SideshowScript.KF_RingMasterNPC

Extends
KF_StoryNPC_Spawnable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealGame.UnrealPawn
         |   
         +-- XGame.xPawn
            |   
            +-- KFMod.KFPawn
               |   
               +-- KFMod.KFHumanPawn
                  |   
                  +-- KFStoryGame.KF_StoryNPC
                     |   
                     +-- KFStoryGame.KF_StoryNPC_Spawnable
                        |   
                        +-- SideshowScript.KF_RingMasterNPC

Variables Summary
boolbFailedAchievement
boolbFirstActivation
floatBleedOutInterval
nameCowerAnim
nameIdleSeatedAnim
nameIdleStandingAnim
nameIdleStandingInjuredAnim
floatLastBleedOutTime
floatLastBleedSoundTime
floatLastCowerTime
intMaxTimesHit
floatMinTimeBetweenBleedSounds
nameStandUpAnim
intTimesHit
KF_RingMasterNPC
Array<Sound>BleedingSounds
Inherited Variables from KFStoryGame.KF_StoryNPC
ActivationEvent, bActive, BaseAIThreatRating, BaseGroundSpeed, bDamageable, bDropInventoryOnDeath, bFireAtWill, bHasInfiniteAmmo, bIndestructible, bInitialActive, bInitialFireAtWill, bNoThreatToZEDs, bOnlyVisibleWhenActive, bRunning, bShotAnim, bShowHealthBar, bStartActive, bUseDefaultPhysics, bUseHitPoints, DeActivationEvent, DialogueTrigger, FriendlyFireDamageScale, HealedEvent, NotThreateningTo, NPCDialogue, NPCHealth, NPCName, OnlyThreateningTo, PlacedLoc, PlacedRot, RespawnTime, RunningAnims[8], StartingHealthPct, TeamIndex, TriggerAction

Enumerations Summary
Inherited Enumerations from KFStoryGame.KF_StoryNPC
ENPCTriggerAction

Functions Summary
function AddHealth ()))
event Bump (actor Other ))
function CheckObjectiveAchievements (class damageType ))
functionname GetIdleAnim ()))
function OnObjectiveChanged (name OldObjectiveName, name NewObjectiveName))
function PlayDirectionalHit (Vector HitLoc))
function PlayTakeHit (vector HitLocation, int Damage, class<DamageType> DamageType))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function Reset ()))
function SetActive (bool On))
event SetAnimAction (name NewAction))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIdx ))
function Tick (float DeltaTime))
function TurnOff ()))
Inherited Functions from KFStoryGame.KF_StoryNPC_Spawnable
Died, PostBeginPlay, Reset
Inherited Functions from KFStoryGame.KF_StoryNPC
AssessThreatTo, GetPlacedRoster, GetPlayerName, GetTeamNum, GiveHealth, HealDamage, IsPacifist, IsThreateningTo, OnObjectiveChanged, PostBeginPlay, PostRender2D, ProcessLocationalDamage, RepositionNPC, Reset, ResurrectNPC, SaveHealthState, SetActive, SetMovemetPhysics, SpawnDialogueTrigger, SpawnDummyCorpse, TakeDamage, Trigger, UpdateVisibility


Variables Detail

bFailedAchievement Source code

var bool bFailedAchievement;

bFirstActivation Source code

var bool bFirstActivation;

BleedOutInterval Source code

var float BleedOutInterval;

CowerAnim Source code

var name CowerAnim;

IdleSeatedAnim Source code

var name IdleSeatedAnim;

IdleStandingAnim Source code

var name IdleStandingAnim;

IdleStandingInjuredAnim Source code

var name IdleStandingInjuredAnim;

LastBleedOutTime Source code

var float LastBleedOutTime;

LastBleedSoundTime Source code

var float LastBleedSoundTime;

LastCowerTime Source code

var float LastCowerTime;

MaxTimesHit Source code

var int MaxTimesHit;

MinTimeBetweenBleedSounds Source code

var float MinTimeBetweenBleedSounds;

StandUpAnim Source code

var name StandUpAnim;

TimesHit Source code

var int TimesHit;

KF_RingMasterNPC

BleedingSounds Source code

var(KF_RingMasterNPC) Array<Sound> BleedingSounds;


Functions Detail

AddHealth Source code

simulated function AddHealth ( ) )

Bump Source code

event Bump ( actor Other ) )

CheckObjectiveAchievements Source code

function CheckObjectiveAchievements ( class<DamageType> damageType ) )

GetIdleAnim Source code

simulated function name GetIdleAnim ( ) )

OnObjectiveChanged Source code

function OnObjectiveChanged ( name OldObjectiveName, name NewObjectiveName) )

PlayDirectionalHit Source code

simulated function PlayDirectionalHit ( Vector HitLoc) )

PlayTakeHit Source code

function PlayTakeHit ( vector HitLocation, int Damage, class<DamageType> DamageType) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

Reset Source code

function Reset ( ) )

SetActive Source code

function SetActive ( bool On) )

SetAnimAction Source code

simulated event SetAnimAction ( name NewAction) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIdx ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TurnOff Source code

function TurnOff ( ) )


Defaultproperties

defaultproperties
{
     MaxTimesHit=15
     CowerAnim="Freaking_out"
     IdleSeatedAnim="Heal_Sitting"
     IdleStandingAnim="Idle_Talk"
     IdleStandingInjuredAnim="Idle_VeryWounded"
     StandUpAnim="Heal_Getup"
     BleedingSounds(0)=Sound'SummerBoardwalkDialogue.Ringmaster.DE_260_1'
     BleedingSounds(1)=Sound'SummerBoardwalkDialogue.Ringmaster.DE_270_Grunt_02'
     BleedingSounds(2)=Sound'SummerBoardwalkDialogue.Ringmaster.DE_270_Grunt_03'
     BleedingSounds(3)=Sound'SummerBoardwalkDialogue.Ringmaster.DE_270_Knee_01'
     BleedingSounds(4)=Sound'SummerBoardwalkDialogue.Ringmaster.DE_280_4'
     MinTimeBetweenBleedSounds=5.000000
     BleedOutInterval=1.000000
     NPCName="Ringmaster Lockhart"
     bStartActive=False
     BaseAIThreatRating=0.010000
     bDropInventoryOnDeath=False
     FriendlyFireDamageScale=0.000000
     bShowHealthBar=True
     NPCHealth=250.000000
     StartingHealthPct=0.500000
     HealedEvent="RingMasterHealed"
     HitAnims(0)="Freaking_out"
     HitAnims(1)="Freaking_out"
     HitAnims(2)="Freaking_out"
     HitAnims(3)="Freaking_out"
     MinTimeBetweenPainSounds=1.000000
     bNoDefaultInventory=True
     bCanPickupInventory=False
     AIScriptTag="RingMasterAI"
     GroundSpeed=98.000000
     MovementAnims(0)="WalkF"
     MovementAnims(1)="WalkB"
     MovementAnims(2)="WalkL"
     MovementAnims(3)="WalkR"
     IdleChatAnim="Idle_Talk"
     Mesh=SkeletalMesh'KF_Ringmaster_Trip.Ringmaster'
}

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Creation time: Fri 13-10-2023 03:18:48.014 - Created with UnCodeX