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PersesArtilleryTurretPawn Creation date: 2011-08-18 22:20 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
|
+-- Engine.Pawn
|
+-- Engine.Vehicle
|
+-- Onslaught.ONSWeaponPawn
|
+-- WVArtilleryTurretSupport.ArtilleryWeaponPawn
|
+-- WVPersesMAS.PersesArtilleryTurretPawn
| Constants Summary |
|---|
| Inherited Contants from Onslaught.ONSWeaponPawn |
|---|
| FilterFrames |
| Variables Summary | |
|---|---|
| bool | bJustDeployed |
| bool | bTurnedOff |
| float | ClientUpdateTime |
| rotator | LastAim |
| PersesArtilleryCameraShell | MortarCamera |
| Functions Summary | ||
|---|---|---|
![]() | Actor | AlternateTarget ())) |
![]() | AltFire (optional float F)) | |
![]() | ChooseFireAt (Actor A)) | |
![]() | Destroyed ())) | |
![]() | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) | |
![]() | DrawHUD (Canvas Canvas) | |
![]() | DriverLeft ())) | |
![]() | Fire (float F)) | |
![]() | String | GetDebugName ())) |
![]() | bool | IsDeployed ())) |
![]() | int | LimitPitch (int Pitch)) |
![]() | PostBeginPlay ())) | |
![]() | bool | RecommendLongRangedAttack ())) |
![]() | ServerAim (int NewDirection)) | |
![]() | ShouldTargetMissile (Projectile P) | |
![]() | StaticPrecache (LevelInfo L)) | |
![]() | Tick (float DeltaTime)) | |
![]() | TurnOff ())) | |
![]() | UpdatePrecacheMaterials ())) | |
![]() | UpdatePrecacheStaticMeshes ())) | |
![]() | VehicleFire (bool bWasAltFire)) | |
![]() | bool | VerifyLock (Actor Aggressor, out actor NewTarget)) |
| Inherited Functions from WVArtilleryTurretSupport.ArtilleryWeaponPawn |
|---|
| IsArtillery, IsDeployed, PostNetBeginPlay |
| Variables Detail |
|---|
| Functions Detail |
|---|
AlternateTarget Source code
AltFire Source codeOnly used when human-controlled, and only for deploying or disconnecting the camera.
ChooseFireAt Source code
Destroyed Source code
Died Source code
DrawHUD Source codeDon't draw a crosshair.
DriverLeft Source code
Fire Source codeFire shot or deploy camera when human-controlled.
GetDebugName Source code
IsDeployed Source code
LimitPitch Source code
PostBeginPlay Source code
RecommendLongRangedAttack Source code
ServerAim Source code
ShouldTargetMissile Source code
StaticPrecache Source code
Tick Source code
TurnOff Source code
UpdatePrecacheMaterials Source code
UpdatePrecacheStaticMeshes Source code
VehicleFire Source code
VerifyLock Source code| Defaultproperties |
|---|
defaultproperties
{
bStasis = false
bHasFireImpulse=True
FireImpulse=(X=-50000,Y=0.0,Z=0.0)
FPCamPos=(X=160,Y=-30,Z=75)
TPCamLookat=(X=100,Y=-30,Z=-100)
TPCamWorldOffset=(X=0,Y=0,Z=350)
TPCamDistance=375
TPCamDistRange=(Min=200,Max=1500)
VehiclePositionString="in a Perses artillery turret"
VehicleNameString="Perses Artillery Turret"
EntryPosition=(X=0,Y=0,Z=-150)
EntryRadius=150.0
ExitPositions(0)=(X=0,Y=-365,Z=200)
ExitPositions(1)=(X=0,Y=365,Z=200)
ExitPositions(2)=(X=0,Y=-365,Z=-100)
ExitPositions(3)=(X=0,Y=365,Z=-100)
GunClass=class'PersesArtilleryTurret'
DriverDamageMult=0.0
bDrawDriverInTP=False
bAllowViewChange=False
MaxDesireability=0.6
}
|
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