- Extends
- ONSArtilleryCannon
EradicatorTurret
Creation date: 2011-08-23 10:50
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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+-- Onslaught.ONSWeapon
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+-- OnslaughtBP.ONSArtilleryCannon
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+-- WVEradicatorV2.EradicatorTurret
Inherited Variables from OnslaughtBP.ONSArtilleryCannon |
bCanHitTarget, bHoldingFire, CameraAttempts, CameraLaunchWait, ChargedLoop, ChargingSound, LastAim, LastBeepTime, LastCameraLaunch, LastMortarShell, LastWeaponCharge, MaxHoldTime, MaxSpeed, MinSpeed, MortarCamera, MortarShell, MortarSpeed, PredicatedTimeToImpact, PredictedTargetLocation, StartHoldTime, TargetPredictionTimeStep, TrajectoryErrorFactor, WeaponCharge |
Inherited Variables from Onslaught.ONSWeapon |
AIInfo[2], AimLockReleaseTime, AimTraceRange, AltFireForce, AltFireInterval, AltFireProjectileClass, AltFireSoundClass, AltFireSoundRadius, AltFireSoundVolume, AmbientEffectEmitter, AmbientEffectEmitterClass, AmbientSoundScaling, bActive, bAimable, bAmbientAltFireSound, bAmbientFireSound, bCallInstigatorPostRender, bCorrectAim, bDoOffsetTrace, bDualIndependantTargeting, bForceCenterAim, bInheritVelocity, bInstantFire, bInstantRotation, bIsAltFire, bIsRepeatingFF, BlueSkin, bReflective, bShowAimCrosshair, bShowChargingBar, CurrentAim, CurrentHitLocation, DamageMax, DamageMin, DamageType, DebugInfo, DualFireOffset, EffectEmitter, EffectEmitterClass, FireCountdown, FireForce, FireInterval, FireIntervalAimLock, FireSoundClass, FireSoundPitch, FireSoundRadius, FireSoundVolume, FlashCount, FlashEmitter, FlashEmitterClass, GunnerAttachmentBone, HitCount, LastHitLocation, LastRotation, Momentum, OldFlashCount, OldHitCount, PitchBone, PitchDownLimit, PitchUpLimit, ProjectileClass, Projectiles, RedSkin, RotateSound, RotateSoundThreshold, RotationsPerSecond, SavedFireProperties[2], ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, Spread, Team, TraceRange, WeaponFireAttachmentBone, WeaponFireLocation, WeaponFireOffset, WeaponFireRotation, WeaponOffset, YawBone, YawConstraintDelta, YawEndConstraint, YawStartConstraint |
Inherited Functions from OnslaughtBP.ONSArtilleryCannon |
AdjustAim, AllowCameraLaunch, AttemptFire, BestMode, CalcZSpeed, CanAttack, ChargeBar, FlashMuzzleFlash, NotifyDeployed, OwnerEffects, PredictTarget, ServerSetWeaponCharge, SetMuzzleVelocity, SetWeaponCharge, SpawnProjectile, StaticPrecache, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes |
Inherited Functions from Onslaught.ONSWeapon |
AdjustAim, AltFire, AttemptFire, BestMode, CalcWeaponFire, CanAttack, CeaseFire, ChargeBar, ClientPlayForceFeedback, ClientSpawnHitEffects, ClientStartFire, ClientStopFire, Destroyed, DestroyEffects, DisplayDebug, DoCombo, Fire, FlashMuzzleFlash, InitEffects, LimitPitch, MaxRange, OwnerEffects, PostBeginPlay, PostNetBeginPlay, SetFireRateModifier, SetGRI, SetTeam, ShakeView, SimulateTraceFire, SpawnBeamEffect, SpawnHitEffects, SpawnProjectile, StaticPrecache, StopForceFeedback, TraceFire, WeaponCeaseFire |
NextTargetPredictionTime Source code
var float NextTargetPredictionTime;
event
bool AttemptFire (
Controller C,
bool bAltFire) )
function byte BestMode ( ) )
function
bool CanAttack (
Actor Other) )
simulated function
bool GetFireDirection (
vector TargetLocation, optional out
rotator FireRotation, optional out
float FireSpeedFactor) )
simulated function PredictTarget ( ) )
function PredictTargetLocation (
float Speed,
vector Direction) )
simulated function
bool TestTrajectory (
vector TargetLocation,
rotator FireRotation,
float FireSpeedFactor,
bool bIgnoreActors, optional out
vector HitLocation) )
simulated function Tick ( float DeltaTime) )
defaultproperties
{
ProjectileClass = class'EradicatorShell';
AltFireProjectileClass = class'EradicatorCameraShell';
FireIntervalAimLock = 0.3;
FireInterval = 3.5;
AltFireInterval = 1.5;
Mesh = SkeletalMesh'SK_VH_ERAD_Cannon';
RedSkin = Shader'EradicatorRed';
BlueSkin = Shader'EradicatorBlue';
DrawScale = 1.3;
PitchBone = "MainTurret_Pitch";
YawBone = "MainTurret_Yaw";
PitchUpLimit = 16000;
WeaponFireAttachmentBone = "MainTurret_BarrelB";
WeaponFireOffset = 150.0;
}
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Creation time: Do 14.8.2014 09:58:05.676 - Created with
UnCodeX