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UT2k4Assault.ASTurret

Extends
ASVehicle
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle
            |   
            +-- UT2k4Assault.ASTurret

Direct Known Subclasses:

ASTurret_BallTurret, ASTurret_IonCannon, ASTurret_LinkTurret, ASTurret_Minigun, ASVehicle_Sentinel

Variables Summary
boolbZooming
array<SVehicleTrigger>EntryTriggers
RotatorLastCamRot
floatLastTimeSeconds
RotatorOriginalRotation
floatPitchAccel
ASTurret_BaseTurretBase
class<ASTurret_Base>TurretBaseClass
ASTurret_BaseTurretSwivel
class<ASTurret_Base>TurretSwivelClass
TextureWeaponInfoTexture
floatYawAccel
materialZoomTick
materialZoomTickTex
ASTurret
vectorCamAbsLocation
vectorCamDistance
vectorCamRelLocation
floatCamRotationInertia
floatDesiredPlayerFOV
floatMinPlayerFOV
nameObjectiveTag[6]
floatOldFOV
floatRotationInertia
floatRotationSpeed
RangeRotPitchConstraint
floatZoomSpeed
floatZoomWeaponOffsetAdjust
Inherited Variables from UT2k4Assault.ASVehicle
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
functionfloat BotDesireability (Actor S, int TeamIndex, Actor Objective))
function ClientKDriverEnter (PlayerController PC ))
event Destroyed ()))
functionbool DrawCrosshair (Canvas C, out vector ScreenPos ))
function DrawHealthInfo (Canvas C, PlayerController PC ))
function Explode (vector HitLocation, vector HitNormal ))
functionrotator GetViewRotation ()))
functionbool HasAmmo ()))
function NextWeapon ()))
functionActor PerformTrace (out vector HitLocation, out Vector HitNormal, vector End, vector Start ))
function PlayFiring (optional float Rate, optional name FiringMode ))
function PossessedBy (Controller C))
event PostBeginPlay ()))
event PostNetBeginPlay ()))
function PostZoomAdjust (float ZoomPct ))
function PrevWeapon ()))
function RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp))
functionbool RecommendLongRangedAttack ()))
function ServerSwitchTurret (bool bNextTurret ))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function StaticPrecache (LevelInfo L))
functionbool StronglyRecommended (Actor S, int TeamIndex, Actor Objective))
function UpdatePrecacheMaterials ()))
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange))
Inherited Functions from UT2k4Assault.ASVehicle
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock


Variables Detail

bZooming Source code

var bool bZooming;

EntryTriggers Source code

var array<SVehicleTrigger> EntryTriggers;

LastCamRot Source code

var Rotator LastCamRot;

LastTimeSeconds Source code

var float LastTimeSeconds;

OriginalRotation Source code

var Rotator OriginalRotation;

PitchAccel Source code

var float PitchAccel;

TurretBase Source code

var ASTurret_Base TurretBase;

TurretBaseClass Source code

var class<ASTurret_Base> TurretBaseClass;

TurretSwivel Source code

var ASTurret_Base TurretSwivel;

TurretSwivelClass Source code

var class<ASTurret_Base> TurretSwivelClass;

WeaponInfoTexture Source code

var Texture WeaponInfoTexture;

YawAccel Source code

var float YawAccel;

ZoomTick Source code

var material ZoomTick;

ZoomTickTex Source code

var material ZoomTickTex;

ASTurret

CamAbsLocation Source code

var(ASTurret) vector CamAbsLocation;

CamDistance Source code

var(ASTurret) vector CamDistance;

CamRelLocation Source code

var(ASTurret) vector CamRelLocation;

CamRotationInertia Source code

var(ASTurret) float CamRotationInertia;

DesiredPlayerFOV Source code

var(ASTurret) float DesiredPlayerFOV;

MinPlayerFOV Source code

var(ASTurret) float MinPlayerFOV;

ObjectiveTag[6] Source code

var(ASTurret) name ObjectiveTag[6];

OldFOV Source code

var(ASTurret) float OldFOV;

RotationInertia Source code

var(ASTurret) const float RotationInertia;

RotationSpeed Source code

var(ASTurret) const float RotationSpeed;

RotPitchConstraint Source code

var(ASTurret) const Range RotPitchConstraint;

ZoomSpeed Source code

var(ASTurret) float ZoomSpeed;

ZoomWeaponOffsetAdjust Source code

var(ASTurret) float ZoomWeaponOffsetAdjust;


Functions Detail

BotDesireability Source code

function float BotDesireability ( Actor S, int TeamIndex, Actor Objective) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC ) )

Destroyed Source code

simulated event Destroyed ( ) )

DrawCrosshair Source code

simulated function bool DrawCrosshair ( Canvas C, out vector ScreenPos ) )

DrawHealthInfo Source code

simulated function DrawHealthInfo ( Canvas C, PlayerController PC ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal ) )

GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

NextWeapon Source code

simulated function NextWeapon ( ) )

PerformTrace Source code

simulated function Actor PerformTrace ( out vector HitLocation, out Vector HitNormal, vector End, vector Start ) )

PlayFiring Source code

simulated function PlayFiring ( optional float Rate, optional name FiringMode ) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PostZoomAdjust Source code

simulated function PostZoomAdjust ( float ZoomPct ) )

PrevWeapon Source code

simulated function PrevWeapon ( ) )

RawInput Source code

simulated function RawInput ( float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ServerSwitchTurret Source code

function ServerSwitchTurret ( bool bNextTurret ) )

SpecialCalcFirstPersonView Source code

simulated function SpecialCalcFirstPersonView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

StronglyRecommended Source code

function bool StronglyRecommended ( Actor S, int TeamIndex, Actor Objective) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdateRocketAcceleration Source code

simulated function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange) )


Defaultproperties

defaultproperties
{
	bPathColliding=true


	VehicleProjSpawnOffset=(X=138,Y=-65,Z=+16)
	RotPitchConstraint=(Min=12288,Max=4096)
	RotationInertia=0.2
	RotationSpeed=16.0
	CamRotationInertia=0.00001
	Health=650
	HealthMax=650
	CamAbsLocation=(Z=100)
	CamRelLocation=(X=200,Z=100)
	CamDistance=(X=-800,Z=100)


    ZoomTick=material'Turrets.LinkZoomTickRot'
    
    MinPlayerFOV=20
	ZoomSpeed=1.5
	ZoomWeaponOffsetAdjust=80


	ZoomTickTex=Material'turrets.LinkZoomTickBar'
	DefaultCrosshair=Material'Crosshairs.HUD.Crosshair_Circle1'
	CrosshairScale=0.5


	LandMovementState=PlayerTurreting
    RemoteRole=ROLE_SimulatedProxy


	bSpecialCalcView=true
	bSpecialHUD=true
	bCHZeroYOffset=true


	FPCamPos=(X=0,Y=0,Z=40)


    DrawScale=5.0
    AmbientGlow=64


	bIgnoreEncroachers=true
	bUseCylinderCollision=false
    bCollideWorld=false
    CollisionHeight=80.0
    CollisionRadius=80.0


	bSimulateGravity=false
	Physics=PHYS_Rotating
	AirSpeed=0.0
	WaterSpeed=0.0
	AccelRate=0.0
	JumpZ=0.0
	MaxFallSpeed=0.0


	bIgnoreForces=true
	bShouldBaseAtStartup=false
	bAutoTurret=true
	AutoTurretControllerClass=class'UnrealGame.TurretController'
	SightRadius=+25000.0
	bRemoteControlled=true
	bDefensive=true
	bStationary=true
	VehiclePositionString="manning a turret"
	VehicleNameString="Energy Turret"
	bDesiredBehindView=false
}

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Creation time: Do 14.8.2014 09:57:59.610 - Created with UnCodeX