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TriggeredWeaponBase Creation date: 2010-08-22 13:24 Last change: $Id$
Core.Object | +-- Engine.Actor | +-- Engine.xPickUpBase | +-- XGame.xWeaponBase | +-- OnslaughtSpecialsLiteV2.TriggeredWeaponBase
Variables Summary | |
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TriggeredWeaponBase | |
bool | bShouldRespawn |
Inherited Variables from XGame.xWeaponBase |
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WeaponType |
Inherited Variables from Engine.xPickUpBase |
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bDelayedSpawn, ExtraPathCost, myEmitter, myMarker, myPickUp, NewDrawScale, NewPrePivot, NewStaticMesh, PowerUp, SpawnHeight, SpiralEmitter |
Functions Summary | ||
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FadeOutPickup ())) | ||
PostBeginPlay ())) | ||
Reset ())) TriggerTurnOn | ||
Trigger (Actor Origin, Pawn Causer)) TriggerToggle | ||
Trigger (Actor Origin, Pawn Causer)) TriggerTurnOn | ||
UnTrigger (Actor Origin, Pawn Causer)) TriggerControl |
Inherited Functions from XGame.xWeaponBase |
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CheckForErrors, GetInventoryGroup, PostBeginPlay |
Inherited Functions from Engine.xPickUpBase |
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CheckForErrors, GetInventoryGroup, PostBeginPlay, SpawnPickup, TurnOn |
States Summary |
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TriggerControl Source code |
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state TriggerControl extends TriggerTurnOn/** Triggering ensures the weapon is spawned, untrigger or reset ensures it's gone. */ |
UnTrigger |
TriggerToggle Source code |
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state TriggerToggle extends TriggerTurnOn/** Triggering spawns the weapon, triggering again or reset removes it. */ |
Trigger |
TriggerTurnOn Source code |
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auto state TriggerTurnOn /** Triggering ensures the weapon is spawned, reset removes it. */ |
Reset, Trigger |
Variables Detail |
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Should the weapon respawn automatically after being picked up?
Functions Detail |
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Get rid of the pickup with proper visual effects.
Defaultproperties |
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defaultproperties { InitialState = TriggerControl Skins = () StaticMesh = 2k4chargerMESHES.WeaponChargerMESH-DS PrePivot = (Z=3.7) DrawScale = 0.5 } |
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