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UT2k4AssaultFull.ASTurret_IonCannon

Extends
ASTurret

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle
            |   
            +-- UT2k4Assault.ASTurret
               |   
               +-- UT2k4AssaultFull.ASTurret_IonCannon

Variables Summary
soundChargingSound
vectorRechargeOrigin
vectorRechargeSize
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
function DrawVehicleHUD (Canvas C, PlayerController PC ))
function DrawWeaponInfo (Canvas C, HUD H ))
function Explode (vector HitLocation, vector HitNormal ))
functionVehicle FindEntryVehicle (Pawn P))
event PlayCharge ()))
function PlayFiring (optional float Rate, optional name FiringMode))
event PlayRelease ()))
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


Variables Detail

ChargingSound Source code

var sound ChargingSound;

RechargeOrigin Source code

var vector RechargeOrigin;

RechargeSize Source code

var vector RechargeSize;


Functions Detail

DrawVehicleHUD Source code

simulated function DrawVehicleHUD ( Canvas C, PlayerController PC ) )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas C, HUD H ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal ) )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P) )

PlayCharge Source code

simulated event PlayCharge ( ) )

PlayFiring Source code

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

PlayRelease Source code

simulated event PlayRelease ( ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )


Defaultproperties

defaultproperties
{
	bShowDamageOverlay=false
	RechargeOrigin=(X=620,Y=400,Z=0)
	RechargeSize=(X=10,Y=-100,Z=0)
	ChargingSound=Sound'AssaultSounds.IonPowerUp'


	DefaultWeaponClassName="UT2k4AssaultFull.Weapon_Turret_IonCannon"
	VehicleProjSpawnOffset=(X=925,Y=0,Z=200)
	RotPitchConstraint=(Min=13184,Max=11500)
	RotationInertia=0.9
	RotationSpeed=0.5
	CamRotationInertia=3.0
	Health=2000
	HealthMax=2000
	AmbientGlow=8
	DriverDamageMult=0.0


	bRelativeExitPos=true
	EntryPosition=(X=-125,Y=-200,Z=-200)
    EntryRadius=120.f
	ExitPositions(0)=(X=-125,Y=-200,Z=128)
	ExitPositions(1)=(X=-125,Y=+200,Z=80)


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


	CamAbsLocation=(X=0,Y=0,Z=0)
	CamRelLocation=(X=0,Y=0,Z=400)
	CamDistance=(X=-900,Y=0,Z=0)
	FPCamPos=(X=400,Y=0,Z=400)
	bDrawMeshInFP=true


	Mesh=SkeletalMesh'AS_VehiclesFull_M.IonCannon'
	DrawScale=0.66
	TurretBaseClass=class'UT2k4AssaultFull.ASTurret_IonCannon_Base'
	TurretSwivelClass=class'UT2k4AssaultFull.ASTurret_IonCannon_Swivel'


	ShadowMaxTraceDist=+1050
	ShadowCullDistance=4500.0


    CollisionHeight=300.0
    CollisionRadius=200.0


	bRemoteControlled=false
	bAutoTurret=false
	VehiclePositionString="manning an Ion Cannon"
	VehicleNameString="Ion Cannon"


    TransientSoundVolume=1.0
    TransientSoundRadius=5000.0
	SoundVolume=255
	SoundRadius=5000
	SoundPitch=51


	bAlwaysRelevant=true
}

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Creation time: Do 14.8.2014 09:57:59.655 - Created with UnCodeX