- Extends
- KF_StoryNPC_Spawnable
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- UnrealGame.UnrealPawn
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+-- XGame.xPawn
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+-- KFMod.KFPawn
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+-- KFMod.KFHumanPawn
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+-- KFStoryGame.KF_StoryNPC
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+-- KFStoryGame.KF_StoryNPC_Spawnable
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+-- SideshowScript.KF_RingMasterNPC
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 |
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 |
var bool bFailedAchievement;
var bool bFirstActivation;
var float BleedOutInterval;
var name CowerAnim;
var name IdleSeatedAnim;
var name IdleStandingAnim;
IdleStandingInjuredAnim Source code
var name IdleStandingInjuredAnim;
var float LastBleedOutTime;
var float LastBleedSoundTime;
var float LastCowerTime;
var int MaxTimesHit;
MinTimeBetweenBleedSounds Source code
var float MinTimeBetweenBleedSounds;
var name StandUpAnim;
var int TimesHit;
KF_RingMasterNPC
simulated function AddHealth ( ) )
event Bump (
actor Other ) )
CheckObjectiveAchievements Source code
simulated function name GetIdleAnim ( ) )
function OnObjectiveChanged ( name OldObjectiveName, name NewObjectiveName) )
simulated function PlayDirectionalHit (
Vector HitLoc) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
function Reset ( ) )
function SetActive ( bool On) )
simulated event SetAnimAction ( name NewAction) )
simulated function Tick ( float DeltaTime) )
function TurnOff ( ) )
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