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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Engine.Vehicle
|
+-- Onslaught.ONSWeaponPawn
|
+-- OnslaughtBP.ONSDualACGatlingGunPawn
| Constants Summary |
|---|
| Inherited Contants from Onslaught.ONSWeaponPawn |
|---|
| FilterFrames |
| Variables Summary | |
|---|---|
| Projectile | IgnoredMissile |
| Projectile | Incoming |
| Material | LockedEffect |
| string | LockedMsg |
| Material | LockedTexture |
| TexRotator | SpinCircles[2] |
| TexRotator | SpinSquare |
| Projectile | WatchedMissile |
| Structures Summary |
|---|
| Inherited Structures from Engine.Vehicle |
|---|
| SVehicleIcon |
| Functions Summary | ||
|---|---|---|
![]() | AttachDriver (Pawn P)) | |
![]() | CenterDraw (Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched)) | |
![]() | ClientKDriverEnter (PlayerController PC)) | |
![]() | ClientKDriverLeave (PlayerController PC)) | |
![]() | DrawHUD (Canvas Canvas)) | |
![]() | IncomingMissile (Projectile P)) | |
![]() | KDriverEnter (Pawn P)) | |
![]() | bool | KDriverLeave (bool bForceLeave )) |
![]() | ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY)) | |
![]() | ShouldTargetMissile (Projectile P)) | |
![]() | bool | VerifyLock (actor Aggressor, out actor NewTarget)) |
| Variables Detail |
|---|
| Functions Detail |
|---|
AttachDriver Source code
CenterDraw Source code
ClientKDriverEnter Source code
ClientKDriverLeave Source code
DrawHUD Source code
IncomingMissile Source code
KDriverEnter Source code
KDriverLeave Source code
ProjectilePostRender2D Source code
ShouldTargetMissile Source code
VerifyLock Source code| Defaultproperties |
|---|
defaultproperties
{
DrivePos=(X=0,Y=0,Z=-5)
VehiclePositionString="in a Cicada turret"
VehicleNameString="Cicada Laser Turret"
EntryPosition=(X=-50,Y=0,Z=0)
EntryRadius=160.0
ExitPositions(0)=(X=-235)
ExitPositions(1)=(Y=165)
ExitPositions(2)=(Y=-165)
ExitPositions(3)=(Z=100)
GunClass=class'OnslaughtBP.ONSDualACGatlingGun'
CameraBone=GatlingGunAttach
FPCamPos=(X=35,Y=0,Z=15)
FPCamViewOffset=(X=0,Y=0,Z=0)
bFPNoZFromCameraPitch=False
TPCamLookAt=(X=5,Y=0,Z=-50)
TPCamWorldOffset=(X=0,Y=0,Z=0)
TPCamDistance=0
TPCamDistRange=(Min=0,Max=0)
bDrawDriverInTP=False
DriverDamageMult=0.0
bHasAltFire=true
bCanCarryFlag=false
LockedTexture=texture'CicadaTex.CicadaLockOn'
LockedEffect=TexRotator'Hudcontent.rotDomRing'
LockedMsg=" INCOMING "
Begin Object Class=TexRotator name=IncCircle0
TexRotationType=TR_ConstantlyRotating
UOffset=32
VOffset=32
Rotation=(Yaw=-30000)
Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
End Object
SpinCircles(0)=IncCircle0
Begin Object Class=TexRotator name=IncCircle1
TexRotationType=TR_ConstantlyRotating
UOffset=32
VOffset=32
Rotation=(Yaw=30000)
Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
End Object
SpinCircles(1)=IncCircle1
Begin Object Class=TexRotator name=IncSquare
TexRotationType=TR_ConstantlyRotating
UOffset=32
VOffset=32
Rotation=(Yaw=30000)
Material=texture'CicadaTex.HUD.ONS_Cic_Incoming'
End Object
SpinSquare=IncSquare
}
|
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