- Extends
- ASTurret
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
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+-- UT2k4AssaultFull.ASTurret_LinkTurret
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 |
| | AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType))
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| bool | CheckRecharge ()))
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| | DoShieldEffect (vector HitLocation, vector HitNormal))
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| | DrawHealthInfo (Canvas C, PlayerController PC)
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| | DrawVehicleHUD (Canvas C, PlayerController PC ))
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| | DrawWeaponInfo (Canvas C, HUD H ))
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| vector | FPVAdjustBeamStart ()))
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| | PlayFiring (optional float Rate, optional name FiringMode ))
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| | PossessedBy (Controller C))
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| | PostZoomAdjust (float ZoomPct ))
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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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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
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| | Tick (float DeltaTime))
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| | UpdateLinkColor (LinkAttachment.ELinkColor Color ))
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| | UpdatePrecacheMaterials ()))
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| | UpdatePrecacheStaticMeshes ()))
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| | UseEnergy (int Amount))
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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 |
var float Energy;
GenericShieldEffect[2] Source code
var
class<
Actor> GenericShieldEffect[
2];
var float LastEnergyUse;
var float NextShieldTime;
var float OldEnergy;
var float RechargeSpeed;
var float RechargeWait;
simulated function bool CheckRecharge ( ) )
function DoShieldEffect (
vector HitLocation,
vector HitNormal) )
simulated function DrawWeaponInfo (
Canvas C,
HUD H ) )
simulated function
vector FPVAdjustBeamStart ( ) )
simulated function PlayFiring ( optional float Rate, optional name FiringMode ) )
simulated function PostZoomAdjust ( float ZoomPct ) )
simulated function
bool SpecialCalcView ( out
actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation ) )
static function StaticPrecache (
LevelInfo L) )
simulated function Tick ( float DeltaTime) )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( ) )
UpdatePrecacheStaticMeshes Source code
simulated function UpdatePrecacheStaticMeshes ( ) )
function UseEnergy ( int Amount) )
defaultproperties
{
GenericShieldEffect[0]=class'FX_SpaceFighter_Shield_Red'
GenericShieldEffect[1]=class'FX_SpaceFighter_Shield'
bShowDamageOverlay=true
VehicleProjSpawnOffset=(X=220,Y=0,Z=15)
RotPitchConstraint=(Min=8000,Max=5000)
RotationInertia=0.5
RotationSpeed=5.0
CamRotationInertia=0.00001
Health=400
HealthMax=400
CamAbsLocation=(Z=100)
CamRelLocation=(X=250,Z=150)
CamDistance=(X=-800,Z=0)
FPCamPos=(X=0,Y=0,Z=40)
Mesh=SkeletalMesh'AS_VehiclesFull_M.LinkBody'
DrawScale=0.3
TurretBaseClass=class'UT2k4AssaultFull.ASTurret_LinkTurret_Base'
TurretSwivelClass=class'UT2k4AssaultFull.ASTurret_LinkTurret_Swivel'
DefaultWeaponClassName="UT2k4AssaultFull.Weapon_LinkTurret"
WeaponInfoTexture=Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Solid_Skaarj'
DefaultCrosshair=Material'Crosshairs.HUD.Crosshair_Circle1'
CrosshairScale=0.5
bCHZeroYOffset=false
ZoomWeaponOffsetAdjust=275
bUseCylinderCollision=false
CollisionHeight=116.0
CollisionRadius=80.0
VehiclePositionString="manning a Link Turret"
VehicleNameString="Link Turret"
bAllowViewChange=true
DriveAnim=Biggun_Aimed
Energy=1500
RechargeWait=4
Rechargespeed=10
bHideRemoteDriver=true
bRelativeExitPos=false
bNetNotify=true
AutoTurretControllerClass=class'UT2K4AssaultFull.LinkTurretController'
} |
Creation time: Do 14.8.2014 09:57:59.687 - Created with
UnCodeX