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WVHoverTankV3.OdinLinkTurret

Extends
HoverTankWeapon

OdinLinkTurret Creation date: 2012-10-22 15:02 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
      |   
      +-- WVHoverTankV3.HoverTankWeapon
         |   
         +-- WVHoverTankV3.OdinLinkTurret

Variables Summary
OdinLinkBeamEffectBeam1
OdinLinkBeamEffectBeam2
class<OdinLinkBeamEffect>BeamEffectClass
boolbFiringBeam
floatDamageModifier
ActorLinkedActor
floatSavedDamage
floatSavedHeal
array<class<Projectile>>TeamProjectileClasses
OdinLinkTurret
floatDamagePerSecond
floatHealMultiplier
floatLinkBreakError
intMinDamageAmount
floatSelfHealMultiplier
Inherited Variables from WVHoverTankV3.HoverTankWeapon
bTurnedOff, FireRecoilAmount
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 AltFire (Controller C))
ProjectileFireMode
functionbyte BestMode ()))
function CalcWeaponFire ()))
functionbool CanAttack (Actor Other))
function ClientTrigger ()))
function DestroyEffects ()))
function Fire (Controller C))
ProjectileFireMode
functionbool IsValidLinkTarget (Actor Target))
functionfloat MaxRange ()))
event OwnerEffects ()))
function SetFireRateModifier (float Modifier))
functionProjectile SpawnProjectile (class<Projectile> ProjClass, bool bAltFire))
function Tick (float DeltaTime))
function TraceBeamFire (float DeltaTime))
function UpdateBeamState ()))
function WeaponCeaseFire (Controller C, bool bWasAltFire))
ProjectileFireMode
Inherited Functions from WVHoverTankV3.HoverTankWeapon
SpawnProjectile, Tick
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
ProjectileFireMode Source code
state ProjectileFireMode
AltFire, Fire, WeaponCeaseFire


Variables Detail

Beam1 Source code

var OdinLinkBeamEffect Beam1;

Beam2 Source code

var OdinLinkBeamEffect Beam2;

BeamEffectClass Source code

var class<OdinLinkBeamEffect> BeamEffectClass;

bFiringBeam Source code

var bool bFiringBeam;

DamageModifier Source code

var float DamageModifier;

LinkedActor Source code

var Actor LinkedActor;

SavedDamage Source code

var float SavedDamage;

SavedHeal Source code

var float SavedHeal;

TeamProjectileClasses Source code

var array<class<Projectile>> TeamProjectileClasses;

OdinLinkTurret

DamagePerSecond Source code

var(OdinLinkTurret) float DamagePerSecond;

HealMultiplier Source code

var(OdinLinkTurret) float HealMultiplier;

LinkBreakError Source code

var(OdinLinkTurret) float LinkBreakError;

MinDamageAmount Source code

var(OdinLinkTurret) int MinDamageAmount;

SelfHealMultiplier Source code

var(OdinLinkTurret) float SelfHealMultiplier;


Functions Detail

AltFire ProjectileFireMode Source code

function AltFire ( Controller C) )

BestMode Source code

function byte BestMode ( ) )

CalcWeaponFire Source code

simulated function CalcWeaponFire ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ClientTrigger Source code

simulated function ClientTrigger ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

Fire ProjectileFireMode Source code

function Fire ( Controller C) )

IsValidLinkTarget Source code

simulated function bool IsValidLinkTarget ( Actor Target) )

MaxRange Source code

simulated function float MaxRange ( ) )

OwnerEffects Source code

simulated event OwnerEffects ( ) )

SetFireRateModifier Source code

simulated function SetFireRateModifier ( float Modifier) )

SpawnProjectile Source code

function Projectile SpawnProjectile ( class<Projectile> ProjClass, bool bAltFire) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TraceBeamFire Source code

simulated function TraceBeamFire ( float DeltaTime) )

UpdateBeamState Source code

simulated function UpdateBeamState ( ) )

WeaponCeaseFire ProjectileFireMode Source code

function WeaponCeaseFire ( Controller C, bool bWasAltFire) )


Defaultproperties

defaultproperties
{
	Mesh      = Mesh'ONSFullAnimations.MASPassengerGun'
	DrawScale = 0.6
	Skins(0)  = Texture'ONSFullTextures.MASGroup.LEVnoColor'


	YawBone            = Object83
	YawStartConstraint = 0
	YawEndConstraint   = 65535
	PitchBone          = Object84
	PitchUpLimit       = 15000
	PitchDownLimit     = 60000
	bAimable           = True
	WeaponFireOffset   = 30.0
	DualFireOffset     = 18.0


	WeaponFireAttachmentBone = Object85
	GunnerAttachmentBone     = Object83


	bInstantFire      = False
	FireInterval      = 0.2
	FireSoundClass    = Sound'ONSVehicleSounds-S.LaserSounds.Laser17'
	FireForce         = "Laser01"
	ProjectileClass   = class'OdinLinkPlasmaProjectile'
	bAmbientFireSound = False
	TeamProjectileClasses(0) = class'OdinLinkPlasmaProjectileRed'
	TeamProjectileClasses(1) = class'OdinLinkPlasmaProjectileBlue'


	DamageType           = class'DamTypeOdinLinkBeam'
	DamagePerSecond      = 150.0
	MinDamageAmount      = 10
	DamageMin            = 15
	DamageMax            = 15
	TraceRange           = 2000.0
	Momentum             = -30000.0
	AltFireInterval      = 0.1
	AltFireSoundClass    = Sound'OdinLinkAmbient'
	bAmbientAltFireSound = True
	BeamEffectClass      = class'OdinLinkBeamEffect'
	LinkBreakError       = 0.95
	DamageModifier       = 1.0
	HealMultiplier       = 0.8
	SelfHealMultiplier   = 0.4


	AIInfo(0) = (bLeadTarget=True,WarnTargetPct=0.2,RefireRate=0.7)
	AIInfo(1) = (bInstantHit=True,WarnTargetPct=0.2,RefireRate=0.9)


}



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Creation time: Do 14.8.2014 09:58:16.148 - Created with UnCodeX