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UT2k4Assault.ASTurret_Minigun

Extends
ASTurret

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

Variables Summary
Inherited Variables from UT2k4Assault.ASTurret
bZooming, CamAbsLocation, CamDistance, CamRelLocation, CamRotationInertia, DesiredPlayerFOV, EntryTriggers, LastCamRot, LastTimeSeconds, MinPlayerFOV, ObjectiveTag[6], OldFOV, OriginalRotation, PitchAccel, RotationInertia, RotationSpeed, RotPitchConstraint, TurretBase, TurretBaseClass, TurretSwivel, TurretSwivelClass, WeaponInfoTexture, YawAccel, ZoomSpeed, ZoomTick, ZoomTickTex, ZoomWeaponOffsetAdjust
Inherited Variables from UT2k4Assault.ASVehicle
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset

Functions Summary
functionPawn CheckForHeadShot (Vector loc, Vector ray, float AdditionalScale))
function StaticPrecache (LevelInfo L))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
Inherited Functions from UT2k4Assault.ASTurret
BotDesireability, ClientKDriverEnter, Destroyed, DrawCrosshair, DrawHealthInfo, Explode, GetViewRotation, HasAmmo, NextWeapon, PerformTrace, PlayFiring, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostZoomAdjust, PrevWeapon, RawInput, RecommendLongRangedAttack, ServerSwitchTurret, SpecialCalcFirstPersonView, SpecialCalcView, StaticPrecache, StronglyRecommended, UpdatePrecacheMaterials, UpdateRocketAcceleration
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


Functions Detail

CheckForHeadShot Source code

function Pawn CheckForHeadShot ( Vector loc, Vector ray, float AdditionalScale) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )


Defaultproperties

defaultproperties
{
	VehicleProjSpawnOffset=(X=160,Y=-15,Z=66)
	RotPitchConstraint=(Min=10000,Max=5000)
	RotationInertia=0.5
	RotationSpeed=10.0
	CamRotationInertia=0.01
	Health=500
	HealthMax=500
	DriverDamageMult=0.45


	bDrawMeshInFP=true
	bDrawDriverInTP=true
	DrivePos=(X=-20,Y=13,Z=81)
	DriveRot=(Pitch=0)


	bRelativeExitPos=true
	EntryPosition=(X=0,Y=0,Z=0)
    EntryRadius=120.f
	ExitPositions(0)=(X=0,Y=+100,Z=100)
	ExitPositions(1)=(X=0,Y=-100,Z=100)


	CamAbsLocation=(Z=50)
	CamRelLocation=(X=100,Z=50)
	CamDistance=(X=-400,Z=50)
	FPCamPos=(X=-25,Y=13,Z=93)


	Mesh=SkeletalMesh'AS_Vehicles_M.minigun_turret'
	DrawScale=0.42
	TurretBaseClass=class'UT2k4Assault.ASTurret_Minigun_Base'
	TurretSwivelClass=class'UT2k4Assault.ASTurret_Minigun_Swivel'
	DefaultWeaponClassName="UT2k4Assault.Weapon_Turret_Minigun"


	DefaultCrosshair=Material'Crosshairs.HUD.Crosshair_Circle1'
	CrosshairScale=0.5
	bCHZeroYOffset=false


    CollisionHeight=80.0
    CollisionRadius=60.0


	bRemoteControlled=false
	bAutoTurret=false
	VehiclePositionString="manning a Minigun Turret"
	VehicleNameString="Minigun Turret"


	SoundVolume=255
	SoundRadius=1024
}

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Creation time: Do 14.8.2014 09:57:59.716 - Created with UnCodeX