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AdvKit.AdvKitPawn

Adventure Kit Pawn The pawn mainly contains alot of variables to configure it behaviour but also has some utility and overriden functions 2013 by FreetimeCoder www.freetimestudio.net

AdvKit.AdvKitPawn

Variables Summary
AdvKitPlayerControlleradvController
EAdventureStateadventureState
boolbInRootMotion
boolbInRootRotation
boolbLedgeClimbOnWall
boolbVaulting
ECeilingClimbStateceilingClimbingState
AdvKitPolecurrentPole
AdvKitSplineActorcurrentSpline
ActorcurrentWall
floatfAnimTreeFrontDirectionBlend
floatfAnimTreeSideDirectionBlend
floatfBalance
floatfBalanceDifficulty
floatfBalanceMinJumpOff
floatfBalancingWalkSpeed
floatfCeilingClimbSpeed
floatfCeilingTraceLength
floatfClimbDegreePerSec
floatfClimbPoleDistance
floatfClimbPoleSpeed
floatfCurrentSplineDistance
floatfFloorTraceLength
floatfLedeAngleCornerLeft
floatfLedeAngleCornerRight
floatfLedgeClimb_ClimbUpTraceHeight
floatfLedgeClimb_ClimbUpTraceLength
floatfLedgeClimb_MinNormal
floatfLedgeClimb_SpeedNoWall
floatfLedgeClimb_SpeedWall
floatfLedgeGrabTraceHeight
floatfLedgeGrabTraceLength
floatfLedgeGrabTraceXOffset
floatfMaxBalanceAcceptDistance
floatfMaxBalanceCheckDistance
floatfMaxLedgeAcceptDistance
floatfMaxLedgeCheckDistance
floatfMaxTightspaceAcceptDistance
floatfMaxTightspaceCheckDistance
floatfRotationLerpSpeed
floatfSlideControlStrength
floatfSlideTraceLength
floatfStandPoleHeight
floatfTargetBalance
floatfTightSpaceWalkSpeed
floatfVaultHeight
floatfVaultLookAheadDist
floatfVaultTraceDepth
floatfWallCheckTraceLength
floatfWallClimbClimbUpTraceHeight
floatfWallClimbClimbUpTraceLength
floatfWallClimbTopMinNormal
floatfWallJumpFallDownTime
floatfWallTraceLength
floatfWaterSurfaceZ
EInteractionStateinteractionState
ELedgeClimbStateledgeClimbingState
EPoleClimbStatepoleClimbingState
EWaterStateswimmingState
ETightSpaceStatetightSpaceState
Vector2Dv2WallEdgeTraceFar
Vector2Dv2WallEdgeTraceNear
VectorvBalanceFallOffSpeed
VectorvBalanceJumpOffSpeed
VectorvClimbPoleJumpSpeed
VectorvCurrentSplineLocation
VectorvCurrentSplineNormal
VectorvCurrentSplineRelativeLocation
VectorvCurrentSplineRelativeNormal
VectorvCurrentSplineRelativeTangent
VectorvCurrentSplineTangent
VectorvCurrentWallNormal
VectorvLedgeClimbJumpSpeedBack
VectorvLedgeClimbJumpSpeedLeft
VectorvLedgeClimbJumpSpeedRight
VectorvLedgeClimbJumpSpeedUp
VectorvLedgeClimbOffset
VectorvSlopeNormal
VectorvSlopeTangent
VectorvStandPoleJumpSpeed
VectorvTightSpaceOffset
VectorvTightSpaceStartOffset
vectorvWallClimbSpeed
VectorvWallJumpSpeed
EWallClimbStatewallClimbingState
EWallJumpStatewallJumpingState

Enumerations Summary
EAdventureState
EAS_Default, EAS_TightSpaceWalking, EAS_Sliding, EAS_Swimming, EAS_Balancing, EAS_WallClimbing, EAS_LedgeClimbing, EAS_CeilingClimbing, EAS_PoleClimbing, EAS_WallJumping, EAS_Interacting
ECeilingClimbState
ECCS_Default, ECCS_ClimbToWall
EInteractionState
EIS_None, EIS_ActivateLever, EIS_DeactivateLever
ELedgeClimbState
ELCS_Default, ELCS_ClimbUp, ELCS_PreJumpUp, ELCS_JumpUp, ELCS_PreJumpBack, ELCS_JumpBack, ELCS_PreJumpLeft, ELCS_JumpLeft, ELCS_PreJumpRight, ELCS_JumpRight, ELCS_JumpDown, ELCS_ClimbAroundEdgeLeft, ELCS_ClimbAroundEdgeRight, ELCS_FallingLedgeGrab
EPoleClimbState
EWPS_ClimbPole, EWPS_PreBackJump, EWPS_ClimpUp, EWPS_StandOnPole, EWPS_ClimbDown, EWPS_JumpBack
ETightSpaceState
ETSS_Default_Wall_Left, ETSS_Enter_Wall_Left, ETSS_Leave_Wall_Left, ETSS_Default_Wall_Right, ETSS_Enter_Wall_Right, ETSS_Leave_Wall_Right
EWallClimbState
EWCS_Default, EWCS_ScaleUp, EWCS_AroundCornerLeft, EWCS_AroundCornerRight, EWCS_ToCeiling, EWCS_JumpBack
EWallJumpState
EWJS_Default, EWJS_JumpBack
EWaterState
EWS_Swimming, EWS_StartDiving, EWS_Diving

Functions Summary
function ActivateRootMotion (optional ERootMotionMode _RMMode, optional ERootMotionRotationMode _RMRMode))
event BaseChange ()))
function DeactivateRootMotion ()))
functionbool DoJump (bool _bUpdating ))
functionfloat GetCollisionHeightDefault ()))
functionfloat GetCollisionRadiusDefault ()))
functionname GetDefaultCameraMode (PlayerController _requestedBy))
functionVector Global2RelativeDirection (Vector _vGlobalDirection))
functionVector Global2RelativePosition (Vector _vGlobalPosition))
event OnAnimEnd (AnimNodeSequence _seqNode, float _fPlayedTime, float _fExcessTime))
event OnSplineChanged (AdvKitSplineActor _newSplineActor, AdvKitSplineActor _oldSplineActor))
event PhysicsVolumeChange (PhysicsVolume _NewVolume ))
function PossessedBy (Controller C, bool bVehicleTransition))
functionVector Relative2GlobalDirection (Vector _vRelativeDirection))
function SetCurrentPole (AdvKitPole _newPole))
function SetCurrentSpline (AdvKitSplineActor _newSpline, optional float _fNewSplineDistance))
function SetCurrentWall (Actor _wall, optional Vector _vWallNormal))
function SetDeltaSplineDistance (float _fNewDelta, optional bool _bForceUpdate))
function SetSplineDistance (float _fNewDistance, optional bool _bForceUpdate))


Variables Detail

advController Source code

var AdvKitPlayerController advController;

adventureState Source code

var EAdventureState adventureState;
the current adventureState

bInRootMotion Source code

var PrivateWrite bool bInRootMotion;
Pawn is currently executing RootMotion

bInRootRotation Source code

var PrivateWrite bool bInRootRotation;
Pawn is currently executing RootMotion Rotation

bLedgeClimbOnWall Source code

var bool bLedgeClimbOnWall;
internal variable, true in case there is a wall under the ledge

bVaulting Source code

var bool bVaulting;
is the pawn currently vaulting? for the AnimTree

ceilingClimbingState Source code

var ECeilingClimbState ceilingClimbingState;
the current ceiling climb state

currentPole Source code

var AdvKitPole currentPole;
pole that pawn is climbing on

currentSpline Source code

var PrivateWrite AdvKitSplineActor currentSpline;
the current spline the pawn is using

currentWall Source code

var Actor currentWall;
the current wall the Pawn is climbing on

fAnimTreeFrontDirectionBlend Source code

var float fAnimTreeFrontDirectionBlend;
Replacement for AnimNodeBlendDirectional as described here: http://www.sanzpont.com/chosker/elium/?p=326

fAnimTreeSideDirectionBlend Source code

var float fAnimTreeSideDirectionBlend;
Replacement for AnimNodeBlendDirectional as described here: http://www.sanzpont.com/chosker/elium/?p=326

fBalance Source code

var float fBalance;
how balanced the pawn is (from -1 to 1, 0 is complete balance)

fBalanceDifficulty Source code

var float fBalanceDifficulty;
how fast balance changes

fBalanceMinJumpOff Source code

var float fBalanceMinJumpOff;
the minimum normal dot product to make the pawn jump (like MinHitWall)

fBalancingWalkSpeed Source code

var float fBalancingWalkSpeed;
how fast the pawn can walk while balancing

fCeilingClimbSpeed Source code

var float fCeilingClimbSpeed;
how fast the pawn can climb on a wall

fCeilingTraceLength Source code

var float fCeilingTraceLength;
how long the trace should be to check for a ceiling

fClimbDegreePerSec Source code

var float fClimbDegreePerSec;
how fast to climb around the pole

fClimbPoleDistance Source code

var float fClimbPoleDistance;
the offset distance from the pole to place the pawn

fClimbPoleSpeed Source code

var float fClimbPoleSpeed;
how fast to climb up the pole

fCurrentSplineDistance Source code

var PrivateWrite float fCurrentSplineDistance;
the distance on the spline (which is used to calculate position, tangent and normal) 0 <= distance <= spline length

fFloorTraceLength Source code

var float fFloorTraceLength;

fLedeAngleCornerLeft Source code

var float fLedeAngleCornerLeft;
angle of a left edge in order to climb around

fLedeAngleCornerRight Source code

var float fLedeAngleCornerRight;
angle of a right edge in order to climb around

fLedgeClimb_ClimbUpTraceHeight Source code

var float fLedgeClimb_ClimbUpTraceHeight;
how high above the pawn to start the climb up trace

fLedgeClimb_ClimbUpTraceLength Source code

var float fLedgeClimb_ClimbUpTraceLength;
the length of the climb up trace

fLedgeClimb_MinNormal Source code

var float fLedgeClimb_MinNormal;
the maximum dot product a ledge can have to (0,0,1) to count as a ledge

fLedgeClimb_SpeedNoWall Source code

var float fLedgeClimb_SpeedNoWall;
how fast the pawn can move on the ledge if it has no wall

fLedgeClimb_SpeedWall Source code

var float fLedgeClimb_SpeedWall;
how fast the pawn can move on the ledge if it has a wall

fLedgeGrabTraceHeight Source code

var float fLedgeGrabTraceHeight;
how high above the pawn to start tracing

fLedgeGrabTraceLength Source code

var float fLedgeGrabTraceLength;
the length of the trace

fLedgeGrabTraceXOffset Source code

var float fLedgeGrabTraceXOffset;
how far in front of the pawn to start tracing

fMaxBalanceAcceptDistance Source code

var float fMaxBalanceAcceptDistance;
the maximum distance for the closest position on a spline to accept the spline

fMaxBalanceCheckDistance Source code

var float fMaxBalanceCheckDistance;
the maximum distance to check for balance spline actors

fMaxLedgeAcceptDistance Source code

var float fMaxLedgeAcceptDistance;
the maximum distance to a location on a spline to accept the spline

fMaxLedgeCheckDistance Source code

var float fMaxLedgeCheckDistance;
the maximum distance to check for ledge spline actors

fMaxTightspaceAcceptDistance Source code

var float fMaxTightspaceAcceptDistance;
the max distance for locations on the spline curve to start using the spline

fMaxTightspaceCheckDistance Source code

var float fMaxTightspaceCheckDistance;
how far to check for tight space spline actors

fRotationLerpSpeed Source code

var float fRotationLerpSpeed;

fSlideControlStrength Source code

var float fSlideControlStrength;
how much control the pawn has on the current slide

fSlideTraceLength Source code

var float fSlideTraceLength;
how long the Z trace is from the Pawn's location to find a slide

fStandPoleHeight Source code

var float fStandPoleHeight;
How high the pawn should stand on a pole

fTargetBalance Source code

var float fTargetBalance;
lerp target for balance to keep tansitions jitter free

fTightSpaceWalkSpeed Source code

var float fTightSpaceWalkSpeed;
how fast the pawn moves on the spline

fVaultHeight Source code

var float fVaultHeight;
the height to trace for obstructions

fVaultLookAheadDist Source code

var float fVaultLookAheadDist;
how far ahead to look for obstructions

fVaultTraceDepth Source code

var float fVaultTraceDepth;
the length of the Trace determine vaulting

fWallCheckTraceLength Source code

var float fWallCheckTraceLength;
trace distances to use for checking walls or if the pawn can climb up

fWallClimbClimbUpTraceHeight Source code

var float fWallClimbClimbUpTraceHeight;
how high the trace should be to check for possible climb up locations

fWallClimbClimbUpTraceLength Source code

var float fWallClimbClimbUpTraceLength;
how long the trace should be to check for possible climb up locations

fWallClimbTopMinNormal Source code

var float fWallClimbTopMinNormal;
how steep the top can be to still climb up

fWallJumpFallDownTime Source code

var float fWallJumpFallDownTime;
how long the pawn stays on the wall during a wall jump before falling down

fWallTraceLength Source code

var float fWallTraceLength;
trace variables to find out if the pawn can climb up on top of a wall

fWaterSurfaceZ Source code

var float fWaterSurfaceZ;
Z location of the current water volume's surface

interactionState Source code

var EInteractionState interactionState;
the current interaction state

ledgeClimbingState Source code

var ELedgeClimbState ledgeClimbingState;
the current ledge climb state

poleClimbingState Source code

var EPoleClimbState poleClimbingState;
the current pole climbing state

swimmingState Source code

var EWaterState swimmingState;
the current water state

tightSpaceState Source code

var ETightSpaceState tightSpaceState;
the current tightspace state

v2WallEdgeTraceFar Source code

var Vector2D v2WallEdgeTraceFar;
local trace start location for checking if it is possible to go around an edge

v2WallEdgeTraceNear Source code

var Vector2D v2WallEdgeTraceNear;
local trace start location for checking if it is possible to go around an edge

vBalanceFallOffSpeed Source code

var Vector vBalanceFallOffSpeed;
speed to jump when the player looses balance

vBalanceJumpOffSpeed Source code

var Vector vBalanceJumpOffSpeed;
speed to use when the player jumps

vClimbPoleJumpSpeed Source code

var Vector vClimbPoleJumpSpeed;
the velocity of the jump from a pole while climbing

vCurrentSplineLocation Source code

var PrivateWrite Vector vCurrentSplineLocation;
current location on the spline in global space

vCurrentSplineNormal Source code

var PrivateWrite Vector vCurrentSplineNormal;
current normal of the spline in global space

vCurrentSplineRelativeLocation Source code

var PrivateWrite Vector vCurrentSplineRelativeLocation;
current location on the spline in local space

vCurrentSplineRelativeNormal Source code

var PrivateWrite Vector vCurrentSplineRelativeNormal;
current normal of the spline in local space

vCurrentSplineRelativeTangent Source code

var PrivateWrite Vector vCurrentSplineRelativeTangent;
current tangent of the spline in local space

vCurrentSplineTangent Source code

var PrivateWrite Vector vCurrentSplineTangent;
current tangent of the spline in global space

vCurrentWallNormal Source code

var Vector vCurrentWallNormal;
the current wall's normal

vLedgeClimbJumpSpeedBack Source code

var Vector vLedgeClimbJumpSpeedBack;
the speed (in local space) to jump backwards when on a ledge

vLedgeClimbJumpSpeedLeft Source code

var Vector vLedgeClimbJumpSpeedLeft;
the speed (in local space) to jump left when on a ledge

vLedgeClimbJumpSpeedRight Source code

var Vector vLedgeClimbJumpSpeedRight;
the speed (in local space) to jump right when on a ledge

vLedgeClimbJumpSpeedUp Source code

var Vector vLedgeClimbJumpSpeedUp;
the speed (in local space) to jump upwards when on a ledge

vLedgeClimbOffset Source code

var Vector vLedgeClimbOffset;
offset to place the pawn from the spline curve

vSlopeNormal Source code

var Vector vSlopeNormal;
normal of the current slope

vSlopeTangent Source code

var Vector vSlopeTangent;
tangent of the current slope

vStandPoleJumpSpeed Source code

var Vector vStandPoleJumpSpeed;
the velocity of the jump from a pole while standing on it

vTightSpaceOffset Source code

var Vector vTightSpaceOffset;
offset to position the pawn from the spline

vTightSpaceStartOffset Source code

var Vector vTightSpaceStartOffset;
offset to position the pawn from the spline when starting transition animation

vWallClimbSpeed Source code

var vector vWallClimbSpeed;
How fast the pawn can climb on a wall

vWallJumpSpeed Source code

var Vector vWallJumpSpeed;
how fast to jump from a wall

wallClimbingState Source code

var EWallClimbState wallClimbingState;
the wall climbing state

wallJumpingState Source code

var EWallJumpState wallJumpingState;
the current walljump state


Enumerations Detail

EAdventureState Source code

enum EAdventureState
{
EAS_Default, EAS_TightSpaceWalking, EAS_Sliding, EAS_Swimming, EAS_Balancing, EAS_WallClimbing, EAS_LedgeClimbing, EAS_CeilingClimbing, EAS_PoleClimbing, EAS_WallJumping, EAS_Interacting
};
the current adventureState

ECeilingClimbState Source code

enum ECeilingClimbState
{
ECCS_Default, ECCS_ClimbToWall
};
enumeration for the ceiling climbing state

EInteractionState Source code

enum EInteractionState
{
EIS_None, EIS_ActivateLever, EIS_DeactivateLever
};
enumeration for the interaction state

ELedgeClimbState Source code

enum ELedgeClimbState
{
ELCS_Default, ELCS_ClimbUp, ELCS_PreJumpUp, ELCS_JumpUp, ELCS_PreJumpBack, ELCS_JumpBack, ELCS_PreJumpLeft, ELCS_JumpLeft, ELCS_PreJumpRight, ELCS_JumpRight, ELCS_JumpDown, ELCS_ClimbAroundEdgeLeft, ELCS_ClimbAroundEdgeRight, ELCS_FallingLedgeGrab
};
enumeration for the ledge climb state

EPoleClimbState Source code

enum EPoleClimbState
{
EWPS_ClimbPole, EWPS_PreBackJump, EWPS_ClimpUp, EWPS_StandOnPole, EWPS_ClimbDown, EWPS_JumpBack
};
enumeration for the current pole climbing state

ETightSpaceState Source code

enum ETightSpaceState
{
ETSS_Default_Wall_Left, ETSS_Enter_Wall_Left, ETSS_Leave_Wall_Left, ETSS_Default_Wall_Right, ETSS_Enter_Wall_Right, ETSS_Leave_Wall_Right
};
enumeration for the tightspace state

EWallClimbState Source code

enum EWallClimbState
{
EWCS_Default, EWCS_ScaleUp, EWCS_AroundCornerLeft, EWCS_AroundCornerRight, EWCS_ToCeiling, EWCS_JumpBack
};
enumeration for the climbing state

EWallJumpState Source code

enum EWallJumpState
{
EWJS_Default, EWJS_JumpBack
};
enumeration for walljump states

EWaterState Source code

enum EWaterState
{
EWS_Swimming, EWS_StartDiving, EWS_Diving
};
the enumerations for the water state


Functions Detail

ActivateRootMotion Source code

final function ActivateRootMotion ( optional ERootMotionMode _RMMode, optional ERootMotionRotationMode _RMRMode) )
Activate root motion for animations
@param _RMMode translation mode
@param _RMRMode rotation mode

BaseChange Source code

event BaseChange ( ) )
Pawn.uc: Event called after actor's base changes.

DeactivateRootMotion Source code

final function DeactivateRootMotion ( ) )
Deactivate root motion for animations

DoJump Source code

function bool DoJump ( bool _bUpdating ) )
Make the pawn jump
@param _bUpdating (not necessary because this kit is not multiplayer)
@return true if jump was done

GetCollisionHeightDefault Source code

final function float GetCollisionHeightDefault ( ) )
Get the default collision height of the cylinder Since the cylinder is modified in some controller state it helps to have a function to get the default value
@return the default height

GetCollisionRadiusDefault Source code

final function float GetCollisionRadiusDefault ( ) )
Get the default collision radius of the cylinder Since the cylinder is modified in some controller state it helps to have a function to get the default value
@return the default radius

GetDefaultCameraMode Source code

simulated function name GetDefaultCameraMode ( PlayerController _requestedBy) )
Pawn.uc: returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
@param _requestedBy requesting the default camera view
@return default camera view player should use when controlling this pawn.

Global2RelativeDirection Source code

final function Vector Global2RelativeDirection ( Vector _vGlobalDirection) )
Convert a global direction into a relative direction of Base
@param _vGlobalDirection direction in global space
@return direction in local space

Global2RelativePosition Source code

final function Vector Global2RelativePosition ( Vector _vGlobalPosition) )
Convert a global location into a relative location of Base (use with SetRelativeLocation)
@param _vGlobalPosition position in global space
@return position in local space

OnAnimEnd Source code

event OnAnimEnd ( AnimNodeSequence _seqNode, float _fPlayedTime, float _fExcessTime) )
Actor.uc: Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
@param _seqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
@param _fPlayedTime - Time played on this animation. (play rate independant).
@param _fExcessTime - how much time overlapped beyond end of animation. (play rate independant).

OnSplineChanged Source code

event OnSplineChanged ( AdvKitSplineActor _newSplineActor, AdvKitSplineActor _oldSplineActor) )
Called when the currentSpline changed
@param _newSplineActor the new (current) actor
@param _oldsplineActor the old actor

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume _NewVolume ) )
The Pawn has entered a new PhsyicsVolume
@param _NewVolume the entered volume

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )
Pawn.uc: Pawn is possessed by Controller

Relative2GlobalDirection Source code

final function Vector Relative2GlobalDirection ( Vector _vRelativeDirection) )
Convert a relative direction in Base space into a global direction
@param _vRelativeDirection direction in local space
@return direction in global space

SetCurrentPole Source code

final function SetCurrentPole ( AdvKitPole _newPole) )
Set the current pole for climbing
@param _newPole the pole to climb on

SetCurrentSpline Source code

final function SetCurrentSpline ( AdvKitSplineActor _newSpline, optional float _fNewSplineDistance) )
Set a new spline actor
@param _newSpline the new actor to set
@param _fNewsplineDistance the new distance on the spline

SetCurrentWall Source code

final function SetCurrentWall ( Actor _wall, optional Vector _vWallNormal) )
Set the current wall for climbing
@param _wall the actor to climb on
@param _vWallNormal normal of the walls surface in global space

SetDeltaSplineDistance Source code

final function SetDeltaSplineDistance ( float _fNewDelta, optional bool _bForceUpdate) )
Add a delta to the current spline distance
@param _fNewDelta the delta to add
@param _bForceUpdate whether to update spline values even if delta is zero

SetSplineDistance Source code

final function SetSplineDistance ( float _fNewDistance, optional bool _bForceUpdate) )
Set the current spline distance
@param _fNewDistance the new distance
@param _bForceUpdate whether to update spline values even if distance is zero


Defaultproperties

defaultproperties
{
	
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
	End Object
	Components.Add(MyLightEnvironment)


	Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
		CastShadow=true
		bCastDynamicShadow=true
		bOwnerNoSee=false
		LightEnvironment=MyLightEnvironment;
		BlockRigidBody=false;
		CollideActors=false;
		BlockZeroExtent=false;


		AnimSets(0)=AnimSet'AdvKit_Pawn.AS_AdvKit_Pawn'
		AnimTreeTemplate=AnimTree'AdvKit_Pawn.AT_AdvKit_Pawn'
		SkeletalMesh=SkeletalMesh'AdvKit_Pawn.SK_AdvKit_Pawn'
		PhysicsAsset=PhysicsAsset'AdvKit_Pawn.PA_AdvKit_Pawn'


		Scale = 13
	End Object


	Mesh=InitialSkeletalMesh;
	Components.Add(InitialSkeletalMesh); 
	CollisionType=COLLIDE_BlockAll


	Begin Object Name=CollisionCylinder
		CollisionRadius=15
		CollisionHeight=49
	End Object
	CylinderComponent=CollisionCylinder
	CollisionComponent=CollisionCylinder


	fRotationLerpSpeed = 10
	fFloorTraceLength = 55
	
	fSlideTraceLength = 128


	bAlwaysEncroachCheck = true


	WalkingPct=0.25
	GroundSpeed = 600


	
	Buoyancy = 1


	fVaultLookAheadDist = 17
	fVaultHeight = 15
	fVaultTraceDepth = 16
	
	fLedgeClimb_SpeedWall=50
	fLedgeClimb_SpeedNoWall=20
	fLedgeClimb_MinNormal = 0.3
	fLedgeClimb_ClimbUpTraceHeight = 50
	fLedgeClimb_ClimbUpTraceLength = 64


	vLedgeClimbOffset=(X=10,Z=-38)
	fLedeAngleCornerLeft=130
	fLedeAngleCornerRight=-85



	fWallCheckTraceLength = 32


	fLedgeGrabTraceXOffset=25
	fLedgeGrabTraceHeight=50
	fLedgeGrabTraceLength=16
	fMaxLedgeCheckDistance=512
	fMaxLedgeAcceptDistance=32


	vLedgeClimbJumpSpeedBack=(X=-300, Z=400)
	vLedgeClimbJumpSpeedUp=(Z=450)
	vLedgeClimbJumpSpeedLeft=(Y=-180, Z=400)
	vLedgeClimbJumpSpeedRight=(Y=180, Z=400)



	fBalancingWalkSpeed=60
	vBalanceFallOffSpeed = (Y=100,Z=200);
	vBalanceJumpOffSpeed = (X=300,Z=250);
	fBalanceMinJumpOff = 0.7
	fMaxBalanceCheckDistance=512
	fMaxBalanceAcceptDistance=32


	fClimbDegreePerSec=90
	fClimbPoleSpeed=60
	fClimbPoleDistance=0
	vClimbPoleJumpSpeed = (X=-300,Z=300)
	vStandPoleJumpSpeed = (X=400,Z=200)
	fStandPoleHeight = 52


	vWallClimbSpeed=(Y=50,Z=50)	
	
	v2WallEdgeTraceNear=(X=25, Y=25)
	v2WallEdgeTraceFar=(X=34.5, Y=25)
	
	fWallTraceLength=25
	fWallClimbClimbUpTraceHeight=52
	fWallClimbClimbUpTraceLength=64
	fCeilingTraceLength = 55


	fCeilingClimbSpeed=50


	JumpZ= 400


	fWallJumpFallDownTime=0.5
	vWallJumpSpeed=(X=300, Z=400)


	vTightSpaceOffset=(Z=50);
	vTightSpaceStartOffset=(X=15,Y=10,Z=52);
	fTightSpaceWalkSpeed=50;
	fMaxTightspaceCheckDistance=256
	fMaxTightspaceAcceptDistance=32



	AirControl = 0
}

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Creation time: Di 17.9.2013 17:47:16.727 - Created with UnCodeX