Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

WVHoverTankV3.NekomataSecondaryTurret

Extends
ONSTankSecondaryTurret

NekomataSecondaryTurret Creation date: 2012-10-24 12:09 Last change: $Id$ Copyright © 2012, 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
   |   
   +-- Onslaught.ONSWeapon
      |   
      +-- Onslaught.ONSTankSecondaryTurret
         |   
         +-- WVHoverTankV3.NekomataSecondaryTurret

Variables Summary
NekomataSecondaryTurret
floatDamageRadius
floatFireRecoilAmount
Inherited Variables from Onslaught.ONSTankSecondaryTurret
mLastTracerTime, mTracer, mTracerClass, mTracerInterval, mTracerMinDistance, mTracerPullback, mTracerSpeed
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

Structures Summary
Inherited Structures from Onslaught.ONSWeapon
ONSWeaponAIInfo

Functions Summary
function ExtendedHurtRadius (vector HitLocation, vector AimDir, Actor HitActor))
function SpawnHitEffects (Actor HitActor, vector HitLocation, vector HitNormal))
InstantFireMode
function Tick (float DeltaTime))
function TraceFire (vector Start, rotator Dir))
Inherited Functions from Onslaught.ONSTankSecondaryTurret
BestMode, Destroyed, FlashMuzzleFlash, StaticPrecache, UpdatePrecacheMaterials, UpdateTracer
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

States Summary
InstantFireMode Source code
state InstantFireMode
SpawnHitEffects


Variables Detail

NekomataSecondaryTurret

DamageRadius Source code

var(NekomataSecondaryTurret) float DamageRadius;

FireRecoilAmount Source code

var(NekomataSecondaryTurret) float FireRecoilAmount;


Functions Detail

ExtendedHurtRadius Source code

function ExtendedHurtRadius ( vector HitLocation, vector AimDir, Actor HitActor) )

SpawnHitEffects InstantFireMode Source code

simulated function SpawnHitEffects ( Actor HitActor, vector HitLocation, vector HitNormal) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TraceFire Source code

function TraceFire ( vector Start, rotator Dir) )


Defaultproperties

defaultproperties
{
	RedSkin  = None
	BlueSkin = None
	Skins[0] = Shader'EnergyTankShaderRed'
	RepSkin  = Shader'EnergyTankShaderRed'
	Mesh     = Mesh'AS_VehiclesFull_M.IonTankMachineGun'


	bAmbientFireSound = False
	Begin Object Class=ProceduralSound Name=GaussFireSound
		BaseSound = Sound'GaussFire'
		PitchModification = -3.0
		PitchVariance     =  6.0
	End Object
	FireSoundClass    = Sound'GaussFireSound'


	AmbientEffectEmitterClass = None
	EffectEmitterClass        = class'GaussFireEffect'
	WeaponFireAttachmentBone  = Object02
	WeaponFireOffset = 72.0
	DualFireOffset   =  8.5
	DrawScale        =  1.2


	DamageType   = class'DamTypeNekomataMinigun'
	DamageRadius = 35.0
	DamageMin    = 29
	DamageMax    = 31
	Spread       = 0.005
	FireInterval = 0.2
	Momentum     = 5000.0


	bInstantRotation   = False
	RotationsPerSecond = 1.0
	FireRecoilAmount   = 1000.0
	bDoOffsetTrace     = True
	PitchDownLimit     = 61000


	AIInfo[0] = (bTrySplash=True)
}



Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Do 14.8.2014 09:58:15.439 - Created with UnCodeX