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WVPersesMAS.PersesArtilleryTurretPawn

Extends
ArtilleryWeaponPawn
Modifiers
CacheExempt

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
boolbJustDeployed
boolbTurnedOff
floatClientUpdateTime
rotatorLastAim
PersesArtilleryCameraShellMortarCamera
Inherited Variables from Onslaught.ONSWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, NextHistorySlot, PitchAccel, VehicleBase, YawAccel

Functions Summary
functionActor AlternateTarget ()))
function AltFire (optional float F))
function ChooseFireAt (Actor A))
event Destroyed ()))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DrawHUD (Canvas Canvas)
function DriverLeft ()))
function Fire (float F))
functionString GetDebugName ()))
functionbool IsDeployed ()))
functionint LimitPitch (int Pitch))
function PostBeginPlay ()))
functionbool RecommendLongRangedAttack ()))
function ServerAim (int NewDirection))
function ShouldTargetMissile (Projectile P)
function StaticPrecache (LevelInfo L))
function Tick (float DeltaTime))
function TurnOff ()))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
function VehicleFire (bool bWasAltFire))
eventbool VerifyLock (Actor Aggressor, out actor NewTarget))
Inherited Functions from WVArtilleryTurretSupport.ArtilleryWeaponPawn
IsArtillery, IsDeployed, PostNetBeginPlay
Inherited Functions from Onslaught.ONSWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetVehicleBase, HasUDamage, HasWeapon, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ServerChangeDriverPosition, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateRocketAcceleration, VehicleCeaseFire


Variables Detail

bJustDeployed Source code

var bool bJustDeployed;

bTurnedOff Source code

var bool bTurnedOff;

ClientUpdateTime Source code

var float ClientUpdateTime;

LastAim Source code

var rotator LastAim;

MortarCamera Source code

var PersesArtilleryCameraShell MortarCamera;


Functions Detail

AlternateTarget Source code

simulated function Actor AlternateTarget ( ) )

AltFire Source code

function AltFire ( optional float F) )
Only used when human-controlled, and only for deploying or disconnecting the camera.

ChooseFireAt Source code

function ChooseFireAt ( Actor A) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas )
Don't draw a crosshair.

DriverLeft Source code

function DriverLeft ( ) )

Fire Source code

function Fire ( float F) )
Fire shot or deploy camera when human-controlled.

GetDebugName Source code

simulated function String GetDebugName ( ) )

IsDeployed Source code

function bool IsDeployed ( ) )

LimitPitch Source code

function int LimitPitch ( int Pitch) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ServerAim Source code

function ServerAim ( int NewDirection) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TurnOff Source code

simulated function TurnOff ( ) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

VehicleFire Source code

function VehicleFire ( bool bWasAltFire) )

VerifyLock Source code

event bool VerifyLock ( Actor Aggressor, out actor NewTarget) )


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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Creation time: Do 14.8.2014 09:58:19.517 - Created with UnCodeX