- 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
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
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+-- Onslaught.ONSVehicle
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+-- Onslaught.ONSChopperCraft
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+-- Onslaught.ONSAttackCraft
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+-- OnslaughtBP.ONSDualAttackCraft
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+-- WVDraco.Draco
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 |
Functions Summary |
| | CenterDraw (Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched))
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| | ChooseFireAt (Actor A))
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| | ClientVehicleExplosion (bool bFinal))
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| bool | DecoyProtectionIsGood ()))
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| | DrawHUD (Canvas Canvas))
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| | DriverLeft ()))
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| Vehicle | FindEntryVehicle (Pawn P))
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| String | GetDebugName ()))
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| | IncomingMissile (Projectile P))
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| bool | IsChassisTouchingGround ()))
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| | KDriverEnter (Pawn P))
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| | KDriverEnter (Pawn P)) AutoLanding |
| | PostNetBeginPlay ()))
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| | ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY))
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| float | RangedAttackTime ()))
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| bool | RecommendLongRangedAttack ()))
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| | ShouldTargetMissile (Projectile P))
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| | SpecialCalcBehindView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | SpecialCalcFirstPersonView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
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| | Tick (float DeltaTime))
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| | Tick (float DeltaTime)) AutoLanding |
| | Timer ()))
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| | TurnOff ()))
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| | UpdateAnimations (float DeltaTime))
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| bool | VerifyLock (Actor Aggressor, out Actor NewTarget))
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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 |
var float BotEnterTime;
var bool bTurnedOff;
var bool bWasContacting;
var float ContactTime;
var
Pawn SwitchRequester;
Draco
var(
Draco) const editconst
string Build;
simulated function CenterDraw (
Canvas Canvas,
Material Mat,
float x,
float y,
float UScale,
float VScale, optional
bool bStretched) )
function ChooseFireAt (
Actor A) )
ClientVehicleExplosion Source code
simulated event ClientVehicleExplosion ( bool bFinal) )
function bool DecoyProtectionIsGood ( ) )
function DriverLeft ( ) )
simulated function String GetDebugName ( ) )
IsChassisTouchingGround Source code
function bool IsChassisTouchingGround ( ) )
function KDriverEnter (
Pawn P) )
KDriverEnter AutoLanding Source code
function KDriverEnter (
Pawn P) )
simulated function PostNetBeginPlay ( ) )
ProjectilePostRender2D Source code
simulated function ProjectilePostRender2D (
Projectile P,
Canvas C,
float ScreenLocX,
float ScreenLocY) )
function float RangedAttackTime ( ) )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( ) )
SpecialCalcFirstPersonView Source code
simulated function Tick ( float DeltaTime) )
function Tick ( float DeltaTime) )
function Timer ( ) )
simulated function TurnOff ( ) )
simulated function UpdateAnimations ( float DeltaTime) )
event
bool VerifyLock (
Actor Aggressor, out
Actor NewTarget) )
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