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WVEradicatorV2.Eradicator

Extends
StationaryArtilleryWeaponPawn

Eradicator Creation date: 2011-08-23 10:39 Last change: $Id$ Copyright © 2011, 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
         |   
         +-- Onslaught.ONSWeaponPawn
            |   
            +-- Onslaught.ONSStationaryWeaponPawn
               |   
               +-- WVArtilleryTurretSupport.StationaryArtilleryWeaponPawn
                  |   
                  +-- WVEradicatorV2.Eradicator

Variables Summary
boolbJustDeployed
EmitterBuildEffect
floatClientUpdateTime
RotatorLastAim
EradicatorCameraShellMortarCamera
Eradicator
class<Emitter>BlueBuildEffectClass
stringBuild
floatExplosionSoundRadius
array<sound>ExplosionSounds
floatExplosionSoundVolume
floatPreSpawnTime
class<Emitter>RedBuildEffectClass
array<class<Emitter>>TeamDestructionEffects
Inherited Variables from Onslaught.ONSStationaryWeaponPawn
bPowered, DestructionEffectClass, RespawnTime

Functions Summary
functionactor AlternateTarget ()))
function AltFire (optional float F))
function BeginState ()))
Dead
function ChooseFireAt (Actor A))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DrawHUD (Canvas Canvas)
function DriverLeft ()))
function Fire (float F))
functionString GetDebugName ()))
functionbool IsDeployed ()))
functionbool KDriverLeave (bool bForceLeave))
functionint LimitPitch (int Pitch))
function PostBeginPlay ()))
functionbool RecommendLongRangedAttack ()))
function ServerAim (int NewDirection))
function SetTeamNum (byte T))
Dead
function ShouldTargetMissile (Projectile P)
function SpawnBuildEffect ()))
Dead
event TeamChanged ()))
function Tick (float DeltaTime))
function Timer ()))
Dead
function VehicleFire (bool bWasAltFire))
eventbool VerifyLock (actor Aggressor, out actor NewTarget))
Inherited Functions from WVArtilleryTurretSupport.StationaryArtilleryWeaponPawn
IsArtillery, IsDeployed, PostNetBeginPlay
Inherited Functions from Onslaught.ONSStationaryWeaponPawn
AltFire, BeginState, CheckSuperBerserk, ClientKDriverLeave, ClientTrigger, ClientVehicleCeaseFire, Died, EndState, IndependentVehicle, PostBeginPlay, PostNetReceive, Reset, SetTeamNum, TeamChanged, Timer, TryToDrive, UpdatePrecacheMaterials, VehicleLocked

States Summary
Dead Source code
state Dead
BeginState, SetTeamNum, SpawnBuildEffect, Timer


Variables Detail

bJustDeployed Source code

var bool bJustDeployed;

BuildEffect Source code

var Emitter BuildEffect;

ClientUpdateTime Source code

var float ClientUpdateTime;

LastAim Source code

var Rotator LastAim;

MortarCamera Source code

var EradicatorCameraShell MortarCamera;

Eradicator

BlueBuildEffectClass Source code

var(Eradicator) class<Emitter> BlueBuildEffectClass;

Build Source code

var(Eradicator) const editconst string Build;

ExplosionSoundRadius Source code

var(Eradicator) float ExplosionSoundRadius;

ExplosionSounds Source code

var(Eradicator) array<sound> ExplosionSounds;

ExplosionSoundVolume Source code

var(Eradicator) float ExplosionSoundVolume;

PreSpawnTime Source code

var(Eradicator) float PreSpawnTime;

RedBuildEffectClass Source code

var(Eradicator) class<Emitter> RedBuildEffectClass;

TeamDestructionEffects Source code

var(Eradicator) array<class<Emitter>> TeamDestructionEffects;


Functions Detail

AlternateTarget Source code

simulated function actor AlternateTarget ( ) )

AltFire Source code

function AltFire ( optional float F) )
Only used when human-controlled, and only for deploying or disconnecting the camera.

BeginState Dead Source code

function BeginState ( ) )

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas )
Don't draw a crosshair.

DriverLeft Source code

function DriverLeft ( ) )

Fire Source code

function Fire ( float F) )
Fire shot or deploy camera when human-controlled.

GetDebugName Source code

simulated function String GetDebugName ( ) )

IsDeployed Source code

function bool IsDeployed ( ) )

KDriverLeave Source code

function bool KDriverLeave ( bool bForceLeave) )

LimitPitch Source code

function int LimitPitch ( int Pitch) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ServerAim Source code

function ServerAim ( int NewDirection) )

SetTeamNum Dead Source code

function SetTeamNum ( byte T) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P )

SpawnBuildEffect Dead Source code

function SpawnBuildEffect ( ) )

TeamChanged Source code

simulated event TeamChanged ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Timer Dead Source code

function Timer ( ) )

VehicleFire Source code

function VehicleFire ( bool bWasAltFire) )

VerifyLock Source code

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


Defaultproperties

defaultproperties
{
	Build = "%%%%-%%-%% %%:%%"


	RespawnTime = 45.0
	Health = 800
	HealthMax = 800
	
	PreSpawnTime = 2.0
	RedBuildEffectClass = class'ONSTankBuildEffectRed'
	BlueBuildEffectClass = class'ONSTankBuildEffectBlue'
	
	ShadowCullDistance = 2000.0
	ShadowMaxTraceDist = 500.0


	Mesh = SkeletalMesh'SK_VH_ERAD_Cannon'
	DrawScale = 1.3
	bHidden = True
	CollisionRadius = 200.0
	CollisionHeight = 65.0


	bHasAltFire = True
	bDefensive = False 

	FPCamPos=(X=160,Y=-30,Z=75)
	TPCamLookat=(X=100,Y=-30,Z=-100)
	TPCamWorldOffset=(X=0,Y=0,Z=350)
	TPCamDistance=375
	TPCamDistRange=(Min=200,Max=1500)


	VehiclePositionString="in an Eradicator"
	VehicleNameString="Eradicator"
	EntryPosition=(X=0,Y=0,Z=-150)
	EntryRadius=250.0
	ExitPositions(0)=(X=0,Y=-365,Z=200)
	ExitPositions(1)=(X=0,Y=365,Z=200)
	ExitPositions(2)=(X=0,Y=-365,Z=-100)
	ExitPositions(3)=(X=0,Y=365,Z=-100)
	GunClass=class'EradicatorTurret'
	DriverDamageMult=0.0
	bDrawDriverInTP=False


	TeamDestructionEffects(0) = class'EradicatorExplosion'
	TeamDestructionEffects(1) = class'EradicatorExplosionBlue'
	ExplosionSounds(0)=sound'ONSVehicleSounds-S.Explosions.VehicleExplosion01'
	ExplosionSounds(1)=sound'ONSVehicleSounds-S.Explosions.VehicleExplosion02'
	ExplosionSounds(2)=sound'ONSVehicleSounds-S.Explosions.VehicleExplosion03'
	ExplosionSounds(3)=sound'ONSVehicleSounds-S.Explosions.VehicleExplosion04'
	ExplosionSounds(4)=sound'ONSVehicleSounds-S.Explosions.VehicleExplosion05'
	ExplosionSoundVolume=5
	ExplosionSoundRadius=200


	bAllowViewChange=False
	MaxDesireability=0.6
}



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Creation time: Do 14.8.2014 09:58:05.579 - Created with UnCodeX