- Extends
- ONSMortarCamera
EradicatorCameraShell
Creation date: 2011-08-22 17:04
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
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- OnslaughtBP.ONSMortarShell
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+-- OnslaughtBP.ONSMortarCamera
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+-- WVEradicatorV2.EradicatorCameraShell
Inherited Variables from OnslaughtBP.ONSMortarCamera |
AnnounceTargetTime, bDeployed, bLastDeployed, bLastShotDown, bShotDown, DeployedLocation, DeployRand, LastRealLocation, MaxHeight, MessageUpdateTime, MortarCameraOffset, RealLocation, TargetBeam, TargetUpdateTime, TargetZ, TeamNum, Thruster[4] |
Inherited Functions from OnslaughtBP.ONSMortarCamera |
Deploy, Destroyed, Explode, PhysicsVolumeChange, PostBeginPlay, PostNetReceive, SetReticleStatus, SetTarget, ShotDown, SpawnEffects, SpawnThrusters, SpecialCalcView, TakeDamage, Tick |
Inherited Functions from OnslaughtBP.ONSMortarShell |
Destroyed, Explode, ExplodeInAir, HitWall, Landed, PostBeginPlay, ProcessTouch, SpawnEffects, StartTimer, TakeDamage, Timer |
var float CVScale;
var
Sound DeployedAmbientSound;
var float MaxTargetRange;
var float NextAIDeployCheck;
function BeginPlay ( ) )
function Deploy ( ) )
simulated function DeployCamera ( ) )
simulated function Destroyed ( ) )
simulated event EndedRotation ( ) )
simulated function ExplodeInAir ( ) )
function bool IsStationary ( ) )
function
bool LineOfSightTo (
Actor Other) )
simulated function PhysicsVolumeChange (
PhysicsVolume NewVolume) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
function SetTarget (
vector loc )
simulated function ShotDown ( ) )
function ShowSelf ( bool bCheckFOV) )
simulated function SpawnEffects (
vector HitLocation,
vector HitNormal) )
simulated function
bool SpecialCalcView ( out
Actor ViewActor, out
vector CameraLocation, out
rotator CameraRotation,
bool bBehindView) )
function StartTimer ( float Fuse )
simulated function Tick ( float DeltaTime) )
function Timer ( ) )
simulated function UpdateTargetLocation (
vector NewTargetLocation,
vector NewTargetNormal) )
defaultproperties
{
Begin Object Class=ProceduralSound Name=ShellFragmentExplode1P
BaseSound = Sound'ShellFragmentExplode1'
PitchModification = -10
PitchVariance = 20
End Object
Begin Object Class=ProceduralSound Name=ShellFragmentExplode2P
BaseSound = Sound'ShellFragmentExplode2'
PitchModification = -10
PitchVariance = 20
End Object
Begin Object Class=SoundGroup Name=ShellFragmentExplodeSound
Sounds = (Sound'ShellFragmentExplode1P',Sound'ShellFragmentExplode2P')
End Object
CollisionHeight = 60.0
CollisionRadius = 80.0
MortarCameraOffset = (X=-256.0,Z=128.0);
CVScale = 1.0;
MaxTargetRange = 10000.0;
Speed = 4000.0;
bReplicateInstigator = True;
bOrientToVelocity = True;
bAlwaysRelevant = True;
TransientSoundRadius = 500.0;
MyDamageType = class'DamTypeEradicatorShell';
ImpactSound = Sound'ShellFragmentExplodeSound';
ExplosionEffectClass = class'EradicatorAirExplosion';
AirExplosionEffectClass = class'EradicatorAirExplosion';
}
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Creation time: Do 14.8.2014 09:58:05.602 - Created with
UnCodeX