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WVHoverTankV3.NekomataTank

Extends
HoverTank

NekomataTank Creation date: 2012-10-24 12:05 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
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- Onslaught.ONSVehicle
               |   
               +-- Onslaught.ONSHoverCraft
                  |   
                  +-- WVHoverTankV3.HoverTank
                     |   
                     +-- WVHoverTankV3.NekomataTank

Variables Summary
Inherited Variables from WVHoverTankV3.HoverTank
AccumulatedWaterDamage, bOnGround, bTurnedOff, Build, bWasInWater, CrouchedHoverPenScale, DrivenBuoyancy, DustEmitterClass, EnginePitchRange, HiddenBones, HoverDust, HoverDustLastNormal, HoverDustOffset, HoverDustTraceDistance, MaxAirSpeed, MaxGroundSpeed, MinVehicleDistance, RaisedHoverCheckDist, ResetDelay, SmoothSoundPitch, Socket, StartupSoundAlpha, ThrusterBones, TurretSocketClass, UndrivenBuoyancy
Inherited Variables from Onslaught.ONSHoverCraft
bHeadingInitialized, bNewHoverState, ChassisState, HoverCheckDist, HoverMPH, HoverPenScale, HoverSoftness, HoverState, LatDamping, LongDamping, MaxRandForce, MaxRiseForce, MaxStrafeForce, MaxThrustForce, MaxYawRate, OldDriver, OldHoverState, OutputStrafe, OutputThrust, PitchDamping, PitchTorqueFactor, PitchTorqueMax, RandForceInterval, RollDamping, RollTorqueMax, RollTorqueStrafeFactor, RollTorqueTurnFactor, StopThreshold, TargetHeading, TargetPitch, ThrusterOffsets, TurnDamping, TurnTorqueFactor, TurnTorqueMax, UpDamping, UprightDamping, UprightStiffness

Structures Summary
Inherited Structures from Onslaught.ONSHoverCraft
HoverCraftState

Functions Summary
function AltFire (optional float F))
function ClientKDriverLeave (PlayerController PC))
function ClientVehicleCeaseFire (bool bWasAltFire))
functionbool RecommendLongRangedAttack ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType))
Inherited Functions from WVHoverTankV3.HoverTank
ChooseFireAt, ClientKDriverEnter, DestroyAppearance, Destroyed, Dodge, DriverLeft, DrivingStatusChanged, FindEntryVehicle, GetDebugName, ImportantVehicle, KDriverEnter, PostBeginPlay, PostNetBeginPlay, StaticPrecache, TakeDamage, TakeWaterDamage, TeamChanged, Tick, Timer, TooCloseToAttack, TurnOff, UpdatePrecacheMaterials, UpdateVehicle
Inherited Functions from Onslaught.ONSHoverCraft
Died, KUpdateState, PostNetBeginPlay, SpecialCalcFirstPersonView, SVehicleUpdateParams


Functions Detail

AltFire Source code

function AltFire ( optional float F) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType) )


Defaultproperties

defaultproperties
{
	VehiclePositionString = "in a Nekomata"
	VehicleNameString     = "Nekomata"
	VehicleDescription    = "Nekomata, a high-ranked cat demon in Japanese mythology. This hover tank is more compact and faster than a Goliath at the expense of a freely rotatable turret."


	FPCamPos=(X=-70,Y=38,Z=120)
	FPCamViewOffset=(X=90,Y=0,Z=0)
	
	TPCamLookat=(X=-50,Y=0,Z=0)
	TPCamWorldOffset=(X=0,Y=0,Z=200)
	TPCamDistance=375


	Mesh       = SkeletalMesh'NekomataChassisMesh'
	StaticMesh = StaticMesh'NekomataChassisSM'
	RedSkin    = Shader'NekomataShaderRed'
	BlueSkin   = Shader'NekomataShaderBlue'


	
	DestroyedVehicleMesh       = StaticMesh'NekomataChassisSM'
	DestructionEffectClass     = class'ONSVehicleExplosionEffect'
	DisintegrationEffectClass  = class'NekomataExplosionEffect'
	DestructionLinearMomentum  = (Min=250000,Max=400000)
	DestructionAngularMomentum = (Min=100,Max=300)
	DamagedEffectOffset        = (X=60,Y=35,Z=20)


	CollisionRadius = 200.0
	bCollideWhenPlacing = True
	bUseCollisionStaticMesh = True


	MaxGroundSpeed = 800.0
	VehicleMass    =   11.0


	HoverPenScale         = 3.0
	CrouchedHoverPenScale = 2.0
	HoverCheckDist        = 170
	RaisedHoverCheckDist  = 200


	
	ThrusterOffsets(0)  = (X=208,Y=96,Z=30)
	ThrusterOffsets(1)  = (X=208,Y=0,Z=30)
	ThrusterOffsets(2)  = (X=208,Y=-96,Z=30)
	ThrusterOffsets(3)  = (X=70,Y=96,Z=30)
	ThrusterOffsets(4)  = (X=70,Y=0,Z=30)
	ThrusterOffsets(5)  = (X=70,Y=-96,Z=30)
	ThrusterOffsets(6)  = (X=-70,Y=96,Z=30)
	ThrusterOffsets(7)  = (X=-70,Y=0,Z=30)
	ThrusterOffsets(8)  = (X=-70,Y=-96,Z=30)
	ThrusterOffsets(9)  = (X=-208,Y=96,Z=30)
	ThrusterOffsets(10) = (X=-208,Y=0,Z=30)
	ThrusterOffsets(11) = (X=-208,Y=-96,Z=30)


	
	HoverDustOffset = () 
	HoverDustOffset(0) = (X=146,Y=-104,Z=-50)
	HoverDustOffset(1) = (X=54,Y=-104,Z=-50)
	HoverDustOffset(2) = (X=-40,Y=-104,Z=-50)
	HoverDustOffset(3) = (X=-132,Y=-104,Z=-50)
	HoverDustOffset(4) = (X=146,Y=104,Z=-50)
	HoverDustOffset(5) = (X=54,Y=104,Z=-50)
	HoverDustOffset(6) = (X=-40,Y=104,Z=-50)
	HoverDustOffset(7) = (X=-132,Y=104,Z=-50)


	RanOverDamageType = class'DamTypeNekomataRoadkill'
	CrushedDamageType = class'DamTypeNekomataPancake'


	DriverWeapons(0)    = (WeaponClass=class'NekomataTankCannon',WeaponBone=Weapon02_b)
	PassengerWeapons(0) = (WeaponPawnClass=class'NekomataSecondaryTurretPawn',WeaponBone=Nekomata_turret_b_Gun)
	bHasAltFire         = false
}



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Creation time: Do 14.8.2014 09:58:15.463 - Created with UnCodeX