- Extends
- HoverTankWeapon
PoltergeistCannon
Creation date: 2011-08-04 14:22
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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+-- WVHoverTankV3.HoverTankWeapon
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+-- WVHoverTankV3.PoltergeistCannon
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 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 |
var
Sound AltFireBuildUpSound;
var bool bAltWeaponFirePoint;
var float BeamFireDuration;
var float BeamRehitDelay;
var bool bFiring;
var float BlastBuildUpDelay;
var
class<
Actor> BuildUpEffectClass;
var array<float> RecentHitTime;
var array<
Actor> RecentlyHit;
WeaponAltFireAttachmentBone Source code
var name WeaponAltFireAttachmentBone;
AltFire InstantFireMode Source code
function byte BestMode ( ) )
function
bool CanAttack (
Actor Other) )
simulated function float ChargeBar ( ) )
simulated function ClientTrigger ( ) )
simulated function DestroyEffects ( ) )
EndState InstantFireMode Source code
simulated function EndState ( ) )
simulated event FlashMuzzleFlash ( ) )
OwnerEffects InstantFireMode Source code
simulated event OwnerEffects ( ) )
simulated event PostNetReceive ( ) )
SpawnHitEffects InstantFireMode Source code
simulated function SpawnHitEffects (
actor HitActor,
vector HitLocation,
vector HitNormal) )
simulated function Tick ( float DeltaTime) )
simulated function Timer ( ) )
defaultproperties
{
Mesh=Mesh'ONSBPAnimations.ShockTankCannonMesh'
RedSkin=Shader'PoltergeistTurretRed'
BlueSkin=Shader'PoltergeistTurretBlue'
DrawScale=0.9
YawBone="8WheelerTop"
PitchBone="TurretAttach"
bNetNotify = True
Begin Object Class=ProceduralSound Name=EnergyBeamFireProc
BaseSound = EnergyBeamFire
PitchModification = -2.5
PitchVariance = 5
End Object
Begin Object Class=ProceduralSound Name=ShockwaveChargeProc
BaseSound = ShockwaveCharge
PitchModification = -2.5
PitchVariance = 5
End Object
Begin Object Class=ProceduralSound Name=ShockwaveFireProc
BaseSound = ShockwaveFire
PitchModification = -2.5
PitchVariance = 5
End Object
WeaponFireAttachmentBone="FirePoint"
bInstantFire=True
FireInterval=3.5
BeamFireDuration = 2.0
BeamRehitDelay = 0.4
FireSoundClass=Sound'EnergyBeamFireProc'
BeamEffectClass=class'PoltergeistHeatRayEffect'
DamageType=class'DamTypePoltergeistBeam'
DamageMin=66
DamageMax=67
Momentum=10000.0
TraceRange=20000.0
FireSoundVolume=512.0
WeaponAltFireAttachmentBone="ElectroGun"
AltFireProjectileClass=class'PoltergeistEnergyWave'
AltFireInterval=2.0
AltFireBuildUpSound=Sound'ShockwaveChargeProc'
AltFireSoundClass=Sound'ShockwaveFireProc'
BlastBuildUpDelay=0.5
BuildUpEffectClass=class'PoltergeistEnergyWaveChargeEffect'
YawStartConstraint=0
YawEndConstraint=0
PitchUpLimit=16000
PitchDownLimit=61000
bAimable=True
RotationsPerSecond=0.25
bForceSkelUpdate=True
EffectEmitterClass=class'PoltergeistEnergyWaveTrailer'
AIInfo(0)=(bLeadTarget=true,bTrySplash=false,WarnTargetPct=0.75,RefireRate=0.5)
AIInfo(1)=(bLeadTarget=true,bTrySplash=false,WarnTargetPct=0.75,RefireRate=0.5)
}
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Creation time: Do 14.8.2014 09:58:20.267 - Created with
UnCodeX