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UT2k4Assault.ASVehicleFactory_SentinelFloor

Extends
ASVehicleFactory

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.SVehicleFactory
      |   
      +-- UT2k4Assault.ASVehicleFactory
         |   
         +-- UT2k4Assault.ASVehicleFactory_SentinelFloor

Variables Summary
ASVehicleFactory_SentinelFloor
boolbSpawnCampProtection
Inherited Variables from UT2k4Assault.ASVehicleFactory
AIVisibilityDist, Announcement_Destroyed, BACKUP_bEnabled, bEnabled, bEnter_TeamUnlocks, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, BlockCount, bResetting, bRespawnWhenDestroyed, bSoundsPrecached, bSpawnBuildEffect, bSpawnProtected, BuildEffect, BuildEffectClass, bVehicleTeamLock, Child, MaxSpawnBlockCount, MyDestroyVehicleObjective, NextFactory, NextFactoryTag, RespawnDelay, SpawnDelay, TriggeredFunction, VehicleAmbientGlow, VehicleClassStr, VehicleDamageMomentumScale, VehicleDriverDamageMult, VehicleEvent, VehicleHealth, VehicleLinkHealMult, VehiclePossessedEvent, VehicleTag, VehicleTeam
Inherited Variables from Engine.SVehicleFactory
MaxVehicleCount, MyMarker, VehicleClass, VehicleCount

Enumerations Summary
Inherited Enumerations from UT2k4Assault.ASVehicleFactory
EASVF_TriggeredFunction

Functions Summary
function VehicleSpawned ()))
Inherited Functions from UT2k4Assault.ASVehicleFactory
PostBeginPlay, PrecacheAnnouncer, Reset, SelfTriggered, SetEnabled, SetVehicleTeam, ShutDown, SpawnBuildEffect, SpawnVehicle, Timer, Trigger, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, VehicleDestroyed, VehiclePossessed, VehicleSpawned
Inherited Functions from Engine.SVehicleFactory
PreBeginPlay, Trigger, VehicleDestroyed, VehiclePossessed, VehicleUnPossessed


Variables Detail

ASVehicleFactory_SentinelFloor

bSpawnCampProtection Source code

var(ASVehicleFactory_SentinelFloor) bool bSpawnCampProtection;


Functions Detail

VehicleSpawned Source code

function VehicleSpawned ( ) )


Defaultproperties

defaultproperties
{
	bSpawnBuildEffect=false
	bSpawnCampProtection=true
	VehicleLinkHealMult=0.15
	VehicleTeam=1
	VehicleClass=class'UT2k4Assault.ASVehicle_Sentinel_Floor'
	bEdShouldSnap=true


    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'AS_Weapons_SM.FloorTurretStaticEditor'
    DrawScale=0.5
    AmbientGlow=48


    CollisionHeight=0.0
    CollisionRadius=0.0
	PrePivot=(Z=150)
}

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Creation time: Do 14.8.2014 09:57:59.823 - Created with UnCodeX