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UT2k4AssaultFull.FM_BallTurret_Fire

Extends
ProjectileFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- XWeapons.ProjectileFire
      |   
      +-- UT2k4AssaultFull.FM_BallTurret_Fire

Variables Summary
boolbSwitch
nameFireAnimLeft
nameFireAnimRight
class<Projectile>TeamProjectileClasses[2]
Inherited Variables from XWeapons.ProjectileFire
ProjPerFire, ProjSpawnOffset
Inherited Variables from Engine.WeaponFire
AimError, AmmoClass, AmmoClipSize, AmmoPerFire, bAttachFlashEmitter, bAttachSmokeEmitter, bFireOnRelease, bInstantHit, bInstantStop, bIsFiring, bLeadTarget, bModeExclusive, bNowWaiting, BotRefireRate, bPawnRapidFireAnim, bRecommendSplashDamage, bReflective, bServerDelayStartFire, bServerDelayStopFire, bSplashDamage, bSplashJump, bTimerLoop, bTossed, bWaitForRelease, DamageAtten, FireAnim, FireAnimRate, FireCount, FireEndAnim, FireEndAnimRate, FireForce, FireLoopAnim, FireLoopAnimRate, FireRate, FireSound, FlashEmitter, FlashEmitterClass, HoldTime, Instigator, Level, Load, MaxHoldTime, NextFireTime, NextTimerPop, NoAmmoForce, NoAmmoSound, Owner, PreFireAnim, PreFireAnimRate, PreFireTime, ProjectileClass, ReloadAnim, ReloadAnimRate, ReloadForce, ReloadSound, SavedFireProperties, ServerStartFireTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, SmokeEmitter, SmokeEmitterClass, Spread, SpreadStyle, ThisModeNum, TimerInterval, TransientSoundRadius, TransientSoundVolume, TweenTime, WarnTargetPct, Weapon

Enumerations Summary
Inherited Enumerations from Engine.WeaponFire
ESpreadStyle

Functions Summary
functionbool AllowFire ()))
function DoFireEffect ()))
event ModeDoFire ()))
functionvector MyGetFireStart (vector X, vector Y, vector Z))
function PlayFiring ()))
functionprojectile SpawnProjectile (Vector Start, Rotator Dir))
Inherited Functions from XWeapons.ProjectileFire
DoFireEffect, GetFireStart, SpawnProjectile
Inherited Functions from Engine.WeaponFire
AdjustAim, AllowFire, BeginPlay, ClientPlayForceFeedback, DestroyEffects, DisplayDebug, DoFireEffect, DrawMuzzleFlash, FlashMuzzleFlash, GetFireStart, InitEffects, IsFiring, MaxRange, ModeDoFire, ModeHoldFire, ModeTick, PlayFireEnd, PlayFiring, PlayPreFire, PlayStartHold, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ServerPlayFiring, SetInitialState, SetTimer, ShakeView, Spawn, StartBerserk, StartFiring, StartMuzzleSmoke, StartSuperBerserk, StopBerserk, StopFiring, StopForceFeedback, Timer, Trace, Update


Variables Detail

bSwitch Source code

var bool bSwitch;

FireAnimLeft Source code

var name FireAnimLeft;

FireAnimRight Source code

var name FireAnimRight;

TeamProjectileClasses[2] Source code

var class<Projectile> TeamProjectileClasses[2];


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( ) )

DoFireEffect Source code

function DoFireEffect ( ) )

ModeDoFire Source code

event ModeDoFire ( ) )

MyGetFireStart Source code

simulated function vector MyGetFireStart ( vector X, vector Y, vector Z) )

PlayFiring Source code

function PlayFiring ( ) )

SpawnProjectile Source code

function projectile SpawnProjectile ( Vector Start, Rotator Dir) )


Defaultproperties

defaultproperties
{
    AmmoClass=class'Ammo_Dummy'
    AmmoPerFire=0


	FireAnimLeft=FireL
	FireAnimRight=FireR
    FireAnim=Fire
    FireLoopAnim=None
    FireEndAnim=None
	TweenTime=0.0
	FireAnimRate=0.45


	TeamProjectileClasses[0]=class'UT2k4AssaultFull.PROJ_TurretSkaarjPlasma_Red'
	TeamProjectileClasses[1]=class'UT2k4AssaultFull.PROJ_TurretSkaarjPlasma'
    ProjSpawnOffset=(X=200,Y=14,Z=-14)


    FireSound=Sound'ONSVehicleSounds-S.Laser02'
    FireForce="TranslocatorFire"  

    FlashEmitterClass=None


    FireRate=0.25


    bSplashDamage=false
    bRecommendSplashDamage=false
    BotRefireRate=0.99
	WarnTargetPct=+0.1


    ShakeOffsetMag=(X=0.0,Y=1.0,Z=0.0)
    ShakeOffsetRate=(X=0.0,Y=-2000.0,Z=0.0)
    ShakeOffsetTime=4
    ShakeRotMag=(X=40.0,Y=0.0,Z=0.0)
    ShakeRotRate=(X=2000.0,Y=0.0,Z=0.0)
    ShakeRotTime=2
}

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Creation time: Do 14.8.2014 09:58:06.193 - Created with UnCodeX