- Extends
- ASVehicle
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- UT2k4Assault.ASVehicle
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+-- UT2k4Assault.ASTurret
Direct Known Subclasses:
ASTurret_BallTurret, ASTurret_IonCannon, ASTurret_LinkTurret, ASTurret_Minigun, ASVehicle_Sentinel
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 |
Functions Summary |
| float | BotDesireability (Actor S, int TeamIndex, Actor Objective))
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| | ClientKDriverEnter (PlayerController PC ))
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| | Destroyed ()))
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| bool | DrawCrosshair (Canvas C, out vector ScreenPos ))
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| | DrawHealthInfo (Canvas C, PlayerController PC ))
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| | Explode (vector HitLocation, vector HitNormal ))
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| rotator | GetViewRotation ()))
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| bool | HasAmmo ()))
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| | NextWeapon ()))
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| Actor | PerformTrace (out vector HitLocation, out Vector HitNormal, vector End, vector Start ))
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| | PlayFiring (optional float Rate, optional name FiringMode ))
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| | PossessedBy (Controller C))
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| | PostBeginPlay ()))
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| | PostNetBeginPlay ()))
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| | PostZoomAdjust (float ZoomPct ))
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| | PrevWeapon ()))
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| | RawInput (float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp))
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| bool | RecommendLongRangedAttack ()))
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| | ServerSwitchTurret (bool bNextTurret ))
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| | SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | StaticPrecache (LevelInfo L))
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| bool | StronglyRecommended (Actor S, int TeamIndex, Actor Objective))
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| | UpdatePrecacheMaterials ()))
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| | UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange))
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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 |
var bool bZooming;
var float LastTimeSeconds;
var float PitchAccel;
var float YawAccel;
ASTurret
var(
ASTurret) const
float RotationInertia;
var(
ASTurret) const
float RotationSpeed;
ZoomWeaponOffsetAdjust Source code
var(
ASTurret)
float ZoomWeaponOffsetAdjust;
function
float BotDesireability (
Actor S,
int TeamIndex,
Actor Objective) )
simulated event Destroyed ( ) )
simulated function
bool DrawCrosshair (
Canvas C, out
vector ScreenPos ) )
simulated function Explode (
vector HitLocation,
vector HitNormal ) )
simulated function
rotator GetViewRotation ( ) )
simulated function bool HasAmmo ( ) )
simulated function NextWeapon ( ) )
simulated function PlayFiring ( optional float Rate, optional name FiringMode ) )
simulated event PostBeginPlay ( ) )
simulated event PostNetBeginPlay ( ) )
simulated function PostZoomAdjust ( float ZoomPct ) )
simulated function PrevWeapon ( ) )
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 ( ) )
function ServerSwitchTurret ( bool bNextTurret ) )
SpecialCalcFirstPersonView Source code
simulated function
bool SpecialCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
static function StaticPrecache (
LevelInfo L) )
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
{
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