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WVHoverTankV3.PoltergeistCannon

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
|   
+-- Engine.Actor
   |   
   +-- Onslaught.ONSWeapon
      |   
      +-- WVHoverTankV3.HoverTankWeapon
         |   
         +-- WVHoverTankV3.PoltergeistCannon

Variables Summary
SoundAltFireBuildUpSound
boolbAltWeaponFirePoint
PoltergeistHeatRayEffectBeamEffect
class<PoltergeistHeatRayEffect>BeamEffectClass
floatBeamFireDuration
floatBeamRehitDelay
boolbFiring
floatBlastBuildUpDelay
class<Actor>BuildUpEffectClass
array<float>RecentHitTime
array<Actor>RecentlyHit
nameWeaponAltFireAttachmentBone
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))
InstantFireMode
functionbyte BestMode ()))
functionbool CanAttack (Actor Other))
functionfloat ChargeBar ()))
function ClientTrigger ()))
function DestroyEffects ()))
function EndState ()))
InstantFireMode
function Fire (Controller C))
InstantFireMode
event FlashMuzzleFlash ()))
event OwnerEffects ()))
InstantFireMode
event PostNetReceive ()))
function SpawnHitEffects (actor HitActor, vector HitLocation, vector HitNormal))
InstantFireMode
functionProjectile SpawnProjectile (class<Projectile> ProjClass, bool bAltFire))
function Tick (float DeltaTime))
InstantFireMode
function Timer ()))
InstantFireMode
function TraceBeam (Vector Start, Rotator Dir))
function TraceFire (Vector Start, Rotator Dir))
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
InstantFireMode Source code
simulated state InstantFireMode
AltFire, EndState, Fire, OwnerEffects, SpawnHitEffects, Tick, Timer


Variables Detail

AltFireBuildUpSound Source code

var Sound AltFireBuildUpSound;

bAltWeaponFirePoint Source code

var bool bAltWeaponFirePoint;

BeamEffect Source code

var PoltergeistHeatRayEffect BeamEffect;

BeamEffectClass Source code

var class<PoltergeistHeatRayEffect> BeamEffectClass;

BeamFireDuration Source code

var float BeamFireDuration;

BeamRehitDelay Source code

var float BeamRehitDelay;

bFiring Source code

var bool bFiring;

BlastBuildUpDelay Source code

var float BlastBuildUpDelay;

BuildUpEffectClass Source code

var class<Actor> BuildUpEffectClass;

RecentHitTime Source code

var array<float> RecentHitTime;

RecentlyHit Source code

var array<Actor> RecentlyHit;

WeaponAltFireAttachmentBone Source code

var name WeaponAltFireAttachmentBone;


Functions Detail

AltFire InstantFireMode Source code

function AltFire ( Controller C) )

BestMode Source code

function byte BestMode ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

ClientTrigger Source code

simulated function ClientTrigger ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

EndState InstantFireMode Source code

simulated function EndState ( ) )

Fire InstantFireMode Source code

function Fire ( Controller C) )

FlashMuzzleFlash Source code

simulated event FlashMuzzleFlash ( ) )

OwnerEffects InstantFireMode Source code

simulated event OwnerEffects ( ) )

PostNetReceive Source code

simulated event PostNetReceive ( ) )

SpawnHitEffects InstantFireMode Source code

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

SpawnProjectile Source code

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

Tick InstantFireMode Source code

simulated function Tick ( float DeltaTime) )

Timer InstantFireMode Source code

simulated function Timer ( ) )

TraceBeam Source code

simulated function TraceBeam ( Vector Start, Rotator Dir) )

TraceFire Source code

function TraceFire ( Vector Start, Rotator Dir) )


Defaultproperties

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