- 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
	| Inherited Functions from Onslaught.ONSStationaryWeaponPawn | 
	| AltFire, BeginState, CheckSuperBerserk, ClientKDriverLeave, ClientTrigger, ClientVehicleCeaseFire, Died, EndState, IndependentVehicle, PostBeginPlay, PostNetReceive, Reset, SetTeamNum, TeamChanged, Timer, TryToDrive, UpdatePrecacheMaterials, VehicleLocked | 
var bool bJustDeployed;
var float ClientUpdateTime;
Eradicator
TeamDestructionEffects Source code
simulated function 
actor AlternateTarget ( ) )
 function  AltFire ( optional float F) )
 function  BeginState ( ) )
 function  ChooseFireAt ( 
Actor A) )
simulated event  Destroyed ( ) )
 function  DriverLeft ( ) )
 function  Fire ( float F) )
simulated function String GetDebugName ( ) )
 function bool IsDeployed ( ) )
 function bool KDriverLeave ( bool bForceLeave) )
 function int LimitPitch ( int Pitch) )
simulated function  PostBeginPlay ( ) )
 RecommendLongRangedAttack  Source code
 RecommendLongRangedAttack  Source code
 function bool RecommendLongRangedAttack ( ) )
 function  ServerAim ( int NewDirection) )
 function  SetTeamNum ( byte T) )
 function  SpawnBuildEffect ( ) )
simulated event  TeamChanged ( ) )
simulated function  Tick ( float DeltaTime) )
 function  Timer ( ) )
 function  VehicleFire ( bool bWasAltFire) )
 event 
bool VerifyLock ( 
actor Aggressor, out 
actor NewTarget) )
| 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
}
 | 
Creation time: Do 14.8.2014 09:58:05.579 - Created with 
UnCodeX