bAdvancedFiring True or False To make NPC's use the alt-fire for a weapon--currently only works for Rockets and WMD.
bAngryWithHomeInvaders True or False If someone has their hometag set and they can enter their home and this is true, then they'll get mad at the dude for entering their home
BaseEquipment Weapons I get on startup
bBodyDisappears True or False Usually only true for pawns that start dead, this doesn't let the bodies disappear at all.
bCanEnterHomes True or False This pawn can use homenodes. When idly walking around, they will only pick home nodes as their destination. In the process of walking around, they can still possibly use normal path nodes.
bCanTeleportWithPlayer True or False Whether pawn can teleport with player when the player runs between levels and this pawn is close to him.
Beg Range (0.0 to 1.0) How likely they are to beg for life.
bFriendWithAuthority True or False Don't mind getting shot by cops/military. If any one else marked with this gets hurt, they will help. It’s like a separate gang.
bGunCrazy True or False If they see someone with a gun or someone shooting a gun, they'll attack them. (but not in their own gang).
bIgnoresHearing True or False Any hearing done by the npc will be ignored. They'll still 'see' weapons but won't hear gun shots--but will respond from damage.
bIgnoresSenses True or False Only attacks the person if the person directly attacked them. Doesn't mind what weapons you have or sounds anyone makes.
innocent The code goes through and for anyone flagged as bInnocent, sets their health so that one pistol shot will kill them, ignoring whatever other values have been set. To disable this behavior simply set bInnocent to false.
The other thing that bInnocent affects is the "quick kill" prize game/dude lines - only innocent bystanders count.
bKeepForMovie True or False Will not remove this pawn during a "RemoveNonMoviePawns" action of a scripted trigger.
bNoTriggerAttackPlayer True or False If true, then, when triggered, this npc *won't* attack the player--default behavior for an npc trigger is to attack if they have a weapon or panic if not
bPersistent True or False Whether pawn is persistent. If he dies, this will keep track of him being dead. It will also not allow him to go between levels, chasing after the player.
bPlayerIsEnemy True or False They will attack you on sight if they have a weapon or run from you if they don't have a weapon
bPlayerIsFriend True or False They will fight along side you, if the player is fighting with someone(they won’t start following you around though), unless you shoot them
bReportDeath True or False Tells people around them, that they are a dead body, and that everyone should freak out from it. (sort of expensive--thus the option)
bRiotMode True or False Simply makes sure they always have their best weapon out all the time (doesn't *give* them that weapon though)
bScaredOfPantsDown True or False If this is false, then they may just ignore that you have your pants down. It defaults to true so everyone notices you. But some people like doctors or something may not care about your pants being down. Cops/Military always do so this isn't tested in police/security.
bStartupRandomization True or False Randomizes some of these attributes a little around their start values, in PostBeginPlay.
bTeamLeader True or False Usually reserved for military and swat types. Determines what I do in group AI situations. Set a group of Military to have the same Gang, then set one of them to be the team leader. He will lead them around.
bUseForErrands True or False This pawn will upon it's death trigger the event named "DiedEarly" It's used for special pawns critical to errand completion.
bUsePawnSlider True or False This pawn will not count against the maximum number of pawns in the level.
Cajones Range (0.0 to 1.0) How likely he is to doing dangerous things like walk through fire, to stand up to someone fighting him. Raise this high, if you want someone to stay around and fight.
Champ Range (0.0 to 1.0) How likely they are to obey their weapon’s min and max ranges when fighting. If it’s high, they try to get in the best range often before using their weapon.
CloseWeaponIndex Advanced--if WeapChangeDist > 0, then for the distance an npc is inside WeapChangeDist, they use the weapon in the index slot of this. Ex: if this is 0, and he has a BaseEquipment weapon of a pistol in the 0 slot, and WeapChangeDist is 200, then when the attacker is within 200, he'll use the pistol.
Compassion Range (0.0 to 1.0) How likely he is to shout "Get Down!" before he fires to protect bystanders.
Confidence Range (0.0 to 1.0) How certain you are about things (like picking paths to run)
Conscience Range (0.0 to 1.0) How likely they are in trying to avoid hurting bystanders, when fighting around them.
Curiosity Range (0.0 to 1.0) How interested they are in the world around them (determines lots of things like if they’ll keep watching a dude when he’s got something suspicious in his hand, how long they’ll stare at things on the ground, all that sort of thing)
DamageMult All damage they inflict on the player is multiplied by this number.
DialogClass Defines the class of dialog the pawn will use when speaking.
DonutLove Range (0.0 to 1.0) How much they love donuts. How likely this pawn will go for donuts the player has dropped (if he can see them).
FarWeaponIndex Advanced--see CloseWeaponIndex--and if he has a grenade in the BaseEquipment slot of 1, and FarWeaponIndex is 1, and the attacker is farther than WeapChangeDist (being 200, for example) then he'll use the grenade. If you swapped these, close = 1, and far = 0, then he'd use the grenade up close and the pistol far away.
Fitness Range (0.0 to 1.0) The closer to 0 it is, the more often they'll stop and pant when getting chased by an attacker.
FriendDamageThreshold Range (0.0 to 1.0)
Gang String What gang I associate with. If you're in a gang, you'll not fight others in your gang, will not care about damage from others in your gang, and you'll even help them. People default to gang of None, which means they won't fight together with anyone else (they will, in fact, fight against each other if they have weapons). But if you set two people to be in the same gang, they'll help each other, in that, if they know one of them is attacked, they will attack the one attacking their friends in the gang.
Glaucoma Range (0.0 to 1.0) Determines how accurate and reliable their targeting is. Lower settings are better.
Greed Range (0.0 to 1.0) How greedy someone is. How likely they'll go for money the player has dropped.
HealthMax How much Health this guy started with. Bystanders are around 60, cops and all are around 100, Dude is around 300.
Pawn Attributes - Part 2
HeroTag Only for dogs currently--Tag of npc that this dog protects. They'll try hang around it, and if someone attacks their hero, they'll attack them.
HomeTag String Tag of group of home nodes I consider my home, or use for other things (like stores, businesses—any place you only want certain people to be)
MaxMoneyToStart The pawn will start with between 0 and this number for how much money they get.
PainThreshold Range (0.0 to 1.0) How much a character can get hurt before they run for their life. Set this high to get to fight for long.
Patience Range (0.0 to 1.0) How much you can harass them before they go crazy or get scared
PatrolTags Array of tags Succession of tags for pathnodes that I walk between Walk first to PatrolEndPoints, using the pathnodes system to get there, then walk to PatrolEndPoints, etc (and then back to 0, if there's no more). The point is, don't pick all the pathnodes in between to make your path. That's determined by the pathnode system. You pick the end points.
PawnInitialState EP_Think Drops down and starts living his life EP_AttackPlayer Hunts down player to attack him (even if he can’t see the player, he will psychically know where the player is) EP_Panic Runs away from spawn point, scared EP_ScaredOfPlayer Runs away from player, screaming EP_HoldPosition Stand in this one spot where you put me EP_KickNearest Go to the nearest person and kick him (broke)
EP_PatrolJail Patrol walk, but only in a jail--this makes footstep sounds normal PatrolToTarget takes over cops and the like just by putting some patrol tags in there.
Psychic Range (0.0 to 1.0) How well the character knows where something just through code, not through 'seeing'. (Usually helps him track his enemy a lot better)
Rat Range (0.0 to 1.0) How likely he will shout out the player or an enemy's location or not.
Reactivity Range (0.0 to 1.0) How quickly you react to things
Rebel Range (0.0 to 1.0) How likely you are to rebel against what you're told to do like when someone tells you get to Get Down.
SeeViewCone Range (-1.0 to 1.0) Says how large an area he can see another character in. 0.75 is about a 30 degree area in front of a pawn. -1.0 would be 360
StartAnimation For if the pawn starts dead and *doesn't* use karma ragdoll. This is the anim they'll play very quickly to end up at the last frame in their 'death pose'. Set the InitialState to EP_Dead
StartTimeTillStasis How long in seconds till the player, after he knows it’s okay to go into stasis, will then allow it. If it notices he can go into stasis, he’ll wait X seconds before he actually does it. This is so not everyone goes in at the same time, and they walk around some first.
Stomach Range (0.0 to 1.0) How likely they are to throw up or something, if you they see/have gross things happen to them
The 'Takes' damage reduction variables all go from 0.0 to 1.0. 1.0 means they allow the full HealthMax to be taken by this damage (a bystander shot in the face by a shotgun will react this way). 0.0, probably shouldn't be used, but it would mean they sustain no damage from that damage type.
TakesAnthraxDamage Range (0.0 to 1.0) If it's 1.0, they run away from anthrax, throw up blood and die, < 1.0, means they run away, throw up blood, and then keep fighting, taking less damage.
TakesChemDamage Range (0.0 to 1.0) If it's 1.0, they fall down from the chem damage and start crawling and puking. They are hurt a lot from it. Less than that, and they simply puke from it and keep attacking. 0.0 and they aren't effected at all, but are still *infected*.
TakesMachinegunDamage Range (0.0 to 1.0) 0.0 means they ignore damage. 0.0 to 1.0 means how much of the damage they take. 1.0 is full (normal) damage.
TakesOnFireDamage Range (0.0 to 1.0) If 1.0, they catch on fire and die. < 1.0, means they can fight while on fire, and take that much less damage from the fire.
TakesPistolHeadShot Range (0.0 to 1.0) How suspectible they are to a pistol shot in the back of the head
TakesRifleHeadShot Range (0.0 to 1.0) How suspectible they are to a sniper rifle round in the head
TakesShockerDamage Range (0.0 to 1.0) If it's 1.0, they get shocked like normal, getting hurt, but then they don't fall over, they are only dazed, and then keep fighting.
TakesShotgunHeadShot Range (0.0 to 1.0) How suspectible they are to a direct shotgun blast to the face
TakesShovelHeadShot Range (0.0 to 1.0) How suspectible they are to a direct smack by a shovel to the head
Talkative Range (0.0 to 1.0) How likely they are to start up conversations or greet you on the street.
TalkBeforeFighting Range (0.0 to 1.0) How often they'll yell something at the attacker before attacking. Gary and Krotchy are at full, 1.0, so before first attacking, they'll always say their tag lines.
TalkWhileFighting Range (0.0 to 1.0) How likely someone is to smack talk while they are fighting you. (if they can)
Temper Range (0.0 to 1.0) How quickly you get mad (usually from damage) (keep this very low, below 0.1 usually)
Twitch Range (0.0 to 1.0) How long they wait in between groups of shots.
TwitchFar Range (0.0 to 1.0) How long they wait in between groups of shots with the FarWeaponIndex weapon.
VoicePitch (1.0 = normal) How much to adjust voice pitch
WarnPeople Range (0.0 to 1.0) How likely someone is to warn their enemy before shooting. Police high, Military low.
WeapChangeDist Relative distance at which the NPC will change from their Far Weapon to their Near Weapon.
WillDodge Range (0.0 to 1.0) If they will try to dodge if you fire at them
WillKneel Range (0.0 to 1.0) If they will kneel and fire, in a fire fight
WillUseCover Range (0.0 to 1.0) If they will try to find cover and use it (possibly if they're are under attack. Also if they are running and have no weapon
Police (Only use this for Police and their descendants.) bHasRadio True or False If this police type can use the radio (which keeps track of it headquarters is looking for the dude)
Here are some other settings you can use to affect the NPC's appearance under the character tab in the pawns properties.
bIsFeminine True or False Whether character is feminie (female or gay)
bIsGhetto True or False Whether character walks like they're from the hood
bIsTrained True or False Whether character is trained to use weapons
Boltons Array List of static mesh boltons
bRandomizeHeadScale True or False Randomizes scaling on the character's head to create a subtle variety among heads
ChameleonGender Any, Male or Female Determine gender of pawn if randomized
CoreMeshAnim Base Animations to be used
FirstPersonMeshPrefix Prefix of first-person mesh to be used