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WVDraco.Draco

Extends
ONSDualAttackCraft

Draco Creation date: 2013-04-27 14:52 Last change: $Id$ Copyright © 2013, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- Onslaught.ONSVehicle
               |   
               +-- Onslaught.ONSChopperCraft
                  |   
                  +-- Onslaught.ONSAttackCraft
                     |   
                     +-- OnslaughtBP.ONSDualAttackCraft
                        |   
                        +-- WVDraco.Draco

Variables Summary
floatBotEnterTime
boolbTurnedOff
boolbWasContacting
vectorContactLocation
floatContactTime
ProjectileIgnoredMissile
ProjectileIncoming
TexRotatorSpinSquare
PawnSwitchRequester
Draco
stringBuild
Inherited Variables from OnslaughtBP.ONSDualAttackCraft
bFreelanceStart, bHeatSeeker, bLastLockType, BracketFade, Brackets, BracketScale, CoPilotLabel, CurrentPitch, Decoys, DesiredPitch, DesiredYaw, DigitsBig, FanYaw, FanYawRate, HudMissileCount, HudMissileDigits, HudMissileIcon, LastHudRenderTime, LastMissileCnt, LastThrust, LastYaw, LockedEffect, LockedMsg, LockedTexture, MissileFade, MissileTick, OldLockedTarget, PitchTime, SpinCircles[2], SpinFade[2], SpinRot[2], SpinScale[2], TailYaw, YawTime
Inherited Variables from Onslaught.ONSAttackCraft
MaxPitchSpeed, StreamerActive, StreamerCurrentOpacity, StreamerEffect, StreamerEffectClass, StreamerEffectOffset, StreamerOpacityChangeRate, StreamerOpacityMax, StreamerOpacityRamp, TrailEffectClass, TrailEffectPositions, TrailEffects

Structures Summary
Inherited Structures from OnslaughtBP.ONSDualAttackCraft
AnimData

Functions Summary
function CenterDraw (Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched))
function ChooseFireAt (Actor A))
event ClientVehicleExplosion (bool bFinal))
functionbool DecoyProtectionIsGood ()))
function DrawHUD (Canvas Canvas))
function DriverLeft ()))
functionVehicle FindEntryVehicle (Pawn P))
functionString GetDebugName ()))
function IncomingMissile (Projectile P))
functionbool IsChassisTouchingGround ()))
function KDriverEnter (Pawn P))
function KDriverEnter (Pawn P))
AutoLanding
function PostNetBeginPlay ()))
function ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY))
functionfloat RangedAttackTime ()))
functionbool RecommendLongRangedAttack ()))
function ShouldTargetMissile (Projectile P))
function SpecialCalcBehindView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function Tick (float DeltaTime))
function Tick (float DeltaTime))
AutoLanding
function Timer ()))
function TurnOff ()))
function UpdateAnimations (float DeltaTime))
eventbool VerifyLock (Actor Aggressor, out Actor NewTarget))
Inherited Functions from OnslaughtBP.ONSDualAttackCraft
AddAnimData, Animate, AnimFrameChange, CenterDraw, ClearAnimData, ClientKDriverEnter, Died, DrawBrackets, DrawHUD, DrawMissiles, DriverLeft, DrivingStatusChanged, FindEntryVehicle, ImportantVehicle, IncomingMissile, KDriverEnter, LockOnWarning, PostNetBeginPlay, RangedAttackTime, RecommendLongRangedAttack, ResetAnimation, ShouldTargetMissile, SpecialCalcBehindView, StaticPrecache, Tick, UpdateAnimData, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, Value, VerifyLock
Inherited Functions from Onslaught.ONSAttackCraft
ClientKDriverEnter, Destroyed, Died, Dodge, DrivingStatusChanged, FastVehicle, ImpactDamageModifier, KDriverEnter, PlaceExitingDriver, RecommendLongRangedAttack, SpecialCalcBehindView, StaticPrecache, Tick, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes

States Summary
AutoLanding Source code
state AutoLanding
KDriverEnter, Tick


Variables Detail

BotEnterTime Source code

var float BotEnterTime;

bTurnedOff Source code

var bool bTurnedOff;

bWasContacting Source code

var bool bWasContacting;

ContactLocation Source code

var vector ContactLocation;

ContactTime Source code

var float ContactTime;

IgnoredMissile Source code

var Projectile IgnoredMissile;

Incoming Source code

var Projectile Incoming;

SpinSquare Source code

var TexRotator SpinSquare;

SwitchRequester Source code

var Pawn SwitchRequester;

Draco

Build Source code

var(Draco) const editconst string Build;


Functions Detail

CenterDraw Source code

simulated function CenterDraw ( Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

ClientVehicleExplosion Source code

simulated event ClientVehicleExplosion ( bool bFinal) )

DecoyProtectionIsGood Source code

function bool DecoyProtectionIsGood ( ) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas) )

DriverLeft Source code

function DriverLeft ( ) )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P) )

GetDebugName Source code

simulated function String GetDebugName ( ) )

IncomingMissile Source code

function IncomingMissile ( Projectile P) )

IsChassisTouchingGround Source code

function bool IsChassisTouchingGround ( ) )

KDriverEnter Source code

function KDriverEnter ( Pawn P) )

KDriverEnter AutoLanding Source code

function KDriverEnter ( Pawn P) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

ProjectilePostRender2D Source code

simulated function ProjectilePostRender2D ( Projectile P, Canvas C, float ScreenLocX, float ScreenLocY) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P) )

SpecialCalcBehindView Source code

simulated function SpecialCalcBehindView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

SpecialCalcFirstPersonView Source code

simulated function SpecialCalcFirstPersonView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Tick AutoLanding Source code

function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )

TurnOff Source code

simulated function TurnOff ( ) )

UpdateAnimations Source code

simulated function UpdateAnimations ( float DeltaTime) )

VerifyLock Source code

event bool VerifyLock ( Actor Aggressor, out Actor NewTarget) )


Defaultproperties

defaultproperties
{
	Build = "%%%%-%%-%% %%:%%"
	VehicleNameString     = "Draco"
	VehiclePositionString = "in a Draco"
	VehicleDescription    = "Draco is the latin word for 'dragon' - and this one breathes fire!"
	
	NavigationPointRange = 100.0
	
	TPCamDistance = 500
	TPCamLookAt = (X=0.0,Y=0.0,Z=-150.0) 
	TPCamWorldOffset = (X=26,Y=0,Z=0) 
	
	
	FPCamPos = (X=26.0,Y=0.0,Z=0.0)
	FPCamViewOffset = (X=50.0,Y=0.0,Z=50.0)


	LockedTexture=texture'CicadaTex.CicadaLockOn'
	LockedEffect=TexRotator'Hudcontent.rotDomRing'
	LockedMsg=" INCOMING "
	
	Begin Object Class=KarmaParamsRBFull Name=DracoKParams
		KStartEnabled=True
		KFriction=0.5
		KLinearDamping=0.0
		KAngularDamping=0.0
		KImpactThreshold=300
		bKNonSphericalInertia=True
        bHighDetailOnly=False
        bClientOnly=False
		bKDoubleTickRate=True
		bKStayUpright=True
		bKAllowRotate=True
		KInertiaTensor(0)=1.0
		KInertiaTensor(1)=0.0
		KInertiaTensor(2)=0.0
		KInertiaTensor(3)=3.0
		KInertiaTensor(4)=0.0
		KInertiaTensor(5)=3.5
		KCOMOffset=(X=-0.25,Y=0.0,Z=0.0)
		KActorGravScale=0.0
		KMaxSpeed=3000.0
		bDestroyOnWorldPenetrate=True
		bDoSafetime=True
    End Object
    KParams = KarmaParams'DracoKParams'


	Begin Object Class=TexRotator name=IncCircle0
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=-30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
	End Object
	SpinCircles(0)=IncCircle0


	Begin Object Class=TexRotator name=IncCircle1
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
	End Object
	SpinCircles(1)=IncCircle1


	Begin Object Class=TexRotator name=IncSquare
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Incoming'
	End Object
	SpinSquare=IncSquare


	RedSkin  = Material'DracoShaderRed'
	BlueSkin = Material'DracoShaderBlue'


	HeadlightCoronaOffset(0) = (X=263,Y=32,Z=35)
	HeadlightCoronaOffset(1) = (X=263,Y=-32,Z=35)


	RanOverDamageType = class'DamTypeDracoRoadkill'
	CrushedDamageType = class'DamTypeDracoPancake'


	MaxRiseForce         = 200.0
	MaxStrafeForce       = 150.0
	MaxThrustForce       = 150.0
	LongDamping          =   0.1
	RollTorqueTurnFactor = 250
	ImpactDamageMult     = 0.0002


	DriverWeapons    = ((WeaponClass=class'DracoFlamethrowerGun',WeaponBone=GatlingGunAttach))
	PassengerWeapons(0) = (WeaponPawnClass=class'DracoRocketPackPawn',WeaponBone=LeftRLAttach)
	PassengerWeapons(1) = (WeaponPawnClass=class'DracoRocketPackPawn',WeaponBone=RightRLAttach)


	ExplosionDamage = 350.0
	ExplosionRadius = 900.0
	ExplosionMomentum = 100000.0
	ExplosionDamageType = class'DamTypeDracoExplosion'
	DisintegrationEffectClass = class'DracoExplosionEffect'
	DisintegrationHealth = 0
}



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Creation time: Do 14.8.2014 09:58:04.294 - Created with UnCodeX