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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- Onslaught.ONSMineLayer
| Constants Summary | ||
|---|---|---|
| BARREL_ROTATION_RATE | = | 2.0 |
| NUM_BARRELS | = | 4 |
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| float | BarrelRotation |
| bool | bRotateBarrel |
| int | CurrentMines |
| color | FadedColor |
| float | FinalRotation |
| int | MaxMines |
| array<Projectile> | Mines |
| ONSMineLayer | |
| float | ReloadDelay |
| Inherited Variables from Engine.Inventory |
|---|
| AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Weapon |
|---|
| EWeaponClientState |
| Functions Summary | ||
|---|---|---|
![]() | byte | BestMode ())) |
![]() | bool | CanThrow ())) |
![]() | Destroyed ())) | |
![]() | DrawWeaponInfo (Canvas Canvas)) | |
![]() | float | GetAIRating ())) |
![]() | bool | HasAmmo ())) |
![]() | NewDrawWeaponInfo (Canvas Canvas, float YPos)) | |
![]() | PlayFiring (bool plunge)) | |
![]() | RotateBarrel ())) | |
![]() | bool | ShouldFireWithoutTarget ())) |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | Tick (float dt)) AnimateLoad | |
![]() | UpdateBarrel (float dt)) | |
| States Summary |
|---|
| AnimateLoad Source code |
|---|
|
simulated state AnimateLoad |
| Tick |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
CanThrow Source code
Destroyed Source code
DrawWeaponInfo Source code
GetAIRating Source code
HasAmmo Source code
NewDrawWeaponInfo Source code
PlayFiring Source code
RotateBarrel Source code
ShouldFireWithoutTarget Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
Tick AnimateLoad Source code
UpdateBarrel Source code| Defaultproperties |
|---|
defaultproperties
{
ReloadDelay=0.400000
MaxMines=8
FadedColor=(B=128,G=128,R=128,A=160)
FireModeClass(0)=Class'Onslaught.ONSMineThrowFire'
FireModeClass(1)=Class'Onslaught.ONSMineLayerAltFire'
PutDownAnim="PutDown"
SelectAnimRate=2.000000
PutDownAnimRate=4.000000
PutDownTime=0.400000
BringUpTime=0.350000
SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
SelectForce="SwitchToFlakCannon"
AIRating=0.550000
CurrentRating=0.550000
bUseOldWeaponMesh=True
Description="The Spider Mine Layer is used for deploying spider mines, autonomous mobile mines that are highly effective against both foot soldiers and vehicles."
EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000)
DisplayFOV=45.000000
Priority=4
HudColor=(B=255,G=0,R=0)
SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000)
CustomCrosshair=4
CustomCrossHairColor=(B=0,G=0)
CustomCrossHairTextureName="ONSInterface-TX.MineLayerReticle"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'Onslaught.ONSMineLayerPickup'
PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000)
BobDamping=2.200000
AttachmentClass=Class'Onslaught.ONSMineLayerAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X1=229,Y1=258,X2=296,Y2=307)
ItemName="Mine Layer"
Mesh=SkeletalMesh'ONSWeapons-A.MineLayer_1st'
AmbientGlow=64
}
|
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