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OnslaughtBP.ONSDualAttackCraft

Extends
ONSAttackCraft

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- Onslaught.ONSVehicle
               |   
               +-- Onslaught.ONSChopperCraft
                  |   
                  +-- Onslaught.ONSAttackCraft
                     |   
                     +-- OnslaughtBP.ONSDualAttackCraft

Variables Summary
boolbFreelanceStart
boolbHeatSeeker
boolbLastLockType
AnimDataBracketFade
textureBrackets
AnimDataBracketScale
stringCoPilotLabel
floatCurrentPitch
array<ONSDecoy>Decoys
floatDesiredPitch
intDesiredYaw
rotatorFanYaw
floatFanYawRate
floatLastHudRenderTime
intLastMissileCnt
byteLastThrust
intLastYaw
MaterialLockedEffect
stringLockedMsg
MaterialLockedTexture
AnimDataMissileFade
textureMissileTick
vectorOldLockedTarget
floatPitchTime
TexRotatorSpinCircles[2]
AnimDataSpinFade[2]
AnimDataSpinRot[2]
AnimDataSpinScale[2]
rotatorTailYaw
floatYawTime
ONSDualAttackCraft
HudBase.DigitSetDigitsBig
HudBase.SpriteWidgetHudMissileCount
HudBase.NumericWidgetHudMissileDigits
HudBase.SpriteWidgetHudMissileIcon
Inherited Variables from Onslaught.ONSAttackCraft
MaxPitchSpeed, StreamerActive, StreamerCurrentOpacity, StreamerEffect, StreamerEffectClass, StreamerEffectOffset, StreamerOpacityChangeRate, StreamerOpacityMax, StreamerOpacityRamp, TrailEffectClass, TrailEffectPositions, TrailEffects
Inherited Variables from Onslaught.ONSChopperCraft
AccumulatedTime, bHeadingInitialized, bNewCopterState, ChassisState, CopState, CopterMPH, LastJumpOutCheck, LatDamping, LongDamping, MaxRandForce, MaxRiseForce, MaxStrafeForce, MaxThrustForce, MaxYawRate, OldCopState, OutputRise, OutputStrafe, OutputThrust, PitchDamping, PitchTorqueFactor, PitchTorqueMax, PushForce, RandForce, RandForceInterval, RandTorque, RollDamping, RollTorqueMax, RollTorqueStrafeFactor, RollTorqueTurnFactor, StopThreshold, TargetHeading, TargetPitch, TurnDamping, TurnTorqueFactor, TurnTorqueMax, UpDamping, UprightDamping, UprightStiffness

Structures Summary
AnimData
key, Value, Dest, Time, Delay, Tags
Inherited Structures from Onslaught.ONSChopperCraft
CopterState

Functions Summary
function AddAnimData (out AnimData Data, float NewValue, float NewDest, float NewTime, optional float NewDelay, optional name NewTag))
function Animate (Canvas Canvas, float DeltaTime))
function AnimFrameChange (name Tag))
function CenterDraw (Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched))
function ClearAnimData (out AnimData Data))
function ClientKDriverEnter (PlayerController PC))
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DrawBrackets (Canvas Canvas, float CX, float CY, float Scale))
function DrawHUD (Canvas Canvas))
function DrawMissiles (Canvas Canvas, float CX, float CY, float scale))
function DriverLeft ()))
event DrivingStatusChanged ()))
functionVehicle FindEntryVehicle (Pawn P))
functionbool ImportantVehicle ()))
function IncomingMissile (Projectile P))
function KDriverEnter (Pawn P))
event LockOnWarning ()))
function PostNetBeginPlay ()))
functionfloat RangedAttackTime ()))
functionbool RecommendLongRangedAttack ()))
function ResetAnimation ()))
function ShouldTargetMissile (Projectile P))
function SpecialCalcBehindView (PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function StaticPrecache (LevelInfo L))
function Tick (float DeltaTime))
function UpdateAnimData (out AnimData Data, float Deltatime))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
functionfloat Value (AnimData Data))
eventbool VerifyLock (actor Aggressor, out actor NewTarget))
Inherited Functions from Onslaught.ONSAttackCraft
ClientKDriverEnter, Destroyed, Died, Dodge, DrivingStatusChanged, FastVehicle, ImpactDamageModifier, KDriverEnter, PlaceExitingDriver, RecommendLongRangedAttack, SpecialCalcBehindView, StaticPrecache, Tick, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes
Inherited Functions from Onslaught.ONSChopperCraft
JumpOutCheck, KUpdateState, SpecialCalcFirstPersonView, SVehicleUpdateParams


Variables Detail

bFreelanceStart Source code

var bool bFreelanceStart;

bHeatSeeker Source code

var bool bHeatSeeker;

bLastLockType Source code

var bool bLastLockType;

BracketFade Source code

var AnimData BracketFade;

Brackets Source code

var texture Brackets;

BracketScale Source code

var AnimData BracketScale;

CoPilotLabel Source code

var localized string CoPilotLabel;

CurrentPitch Source code

var float CurrentPitch;

Decoys Source code

var array<ONSDecoy> Decoys;

DesiredPitch Source code

var float DesiredPitch;

DesiredYaw Source code

var int DesiredYaw;

FanYaw Source code

var rotator FanYaw;

FanYawRate Source code

var float FanYawRate;

LastHudRenderTime Source code

var float LastHudRenderTime;

LastMissileCnt Source code

var int LastMissileCnt;

LastThrust Source code

var byte LastThrust;

LastYaw Source code

var int LastYaw;

LockedEffect Source code

var Material LockedEffect;

LockedMsg Source code

var localized string LockedMsg;

LockedTexture Source code

var Material LockedTexture;

MissileFade Source code

var AnimData MissileFade;

MissileTick Source code

var texture MissileTick;

OldLockedTarget Source code

var vector OldLockedTarget;

PitchTime Source code

var float PitchTime;

SpinCircles[2] Source code

var TexRotator SpinCircles[2];

SpinFade[2] Source code

var AnimData SpinFade[2];

SpinRot[2] Source code

var AnimData SpinRot[2];

SpinScale[2] Source code

var AnimData SpinScale[2];

TailYaw Source code

var rotator TailYaw;

YawTime Source code

var float YawTime;

ONSDualAttackCraft

DigitsBig Source code

var(ONSDualAttackCraft) HudBase.DigitSet DigitsBig;

HudMissileCount Source code

var(ONSDualAttackCraft) HudBase.SpriteWidget HudMissileCount;

HudMissileDigits Source code

var(ONSDualAttackCraft) HudBase.NumericWidget HudMissileDigits;

HudMissileIcon Source code

var(ONSDualAttackCraft) HudBase.SpriteWidget HudMissileIcon;


Structures Detail

AnimData Source code

struct AnimData
{
var array<float> Delay;
var array<float> Dest;
var int key;
var array<name> Tags;
var array<float> Time;
var array<float> Value;
};



Functions Detail

AddAnimData Source code

simulated function AddAnimData ( out AnimData Data, float NewValue, float NewDest, float NewTime, optional float NewDelay, optional name NewTag) )

Animate Source code

simulated function Animate ( Canvas Canvas, float DeltaTime) )

AnimFrameChange Source code

simulated function AnimFrameChange ( name Tag) )

CenterDraw Source code

simulated function CenterDraw ( Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched) )

ClearAnimData Source code

simulated function ClearAnimData ( out AnimData Data) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

Died Source code

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

DrawBrackets Source code

simulated function DrawBrackets ( Canvas Canvas, float CX, float CY, float Scale) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas) )

DrawMissiles Source code

simulated function DrawMissiles ( Canvas Canvas, float CX, float CY, float scale) )

DriverLeft Source code

function DriverLeft ( ) )

DrivingStatusChanged Source code

simulated event DrivingStatusChanged ( ) )

FindEntryVehicle Source code

function Vehicle FindEntryVehicle ( Pawn P) )

ImportantVehicle Source code

function bool ImportantVehicle ( ) )

IncomingMissile Source code

function IncomingMissile ( Projectile P) )

KDriverEnter Source code

function KDriverEnter ( Pawn P) )

LockOnWarning Source code

event LockOnWarning ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ResetAnimation Source code

simulated function ResetAnimation ( ) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P) )

SpecialCalcBehindView Source code

simulated function SpecialCalcBehindView ( PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

Tick Source code

simulated function Tick ( float DeltaTime) )

UpdateAnimData Source code

simulated function UpdateAnimData ( out AnimData Data, float Deltatime) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

Value Source code

simulated function float Value ( AnimData Data) )

VerifyLock Source code

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


Defaultproperties

defaultproperties
{
     FanYawRate=98000.000000
     LockedTexture=Texture'CicadaTex.HUD.CicadaLockOn'
     LockedEffect=TexRotator'HUDContent.Reticles.rotDomRing'
     LockedMsg=" Locked "
     HudMissileCount=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(Y1=110,X2=166,Y2=163),TextureScale=0.530000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=200),Tints[1]=(B=255,G=255,R=255,A=200))
     HudMissileIcon=(WidgetTexture=Texture'CicadaTex.HUD.RocketIcon',RenderStyle=STY_Alpha,TextureCoords=(X2=32,Y2=64),TextureScale=0.530000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-15,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=200),Tints[1]=(B=255,G=255,R=255,A=200))
     HudMissileDigits=(RenderStyle=STY_Alpha,TextureScale=0.490000,DrawPivot=DP_MiddleLeft,PosX=0.861000,PosY=1.000000,OffsetX=20,OffsetY=-29,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     DigitsBig=(DigitTexture=Texture'HUDContent.Generic.HUD',TextureCoords[0]=(X2=38,Y2=38),TextureCoords[1]=(X1=39,X2=77,Y2=38),TextureCoords[2]=(X1=78,X2=116,Y2=38),TextureCoords[3]=(X1=117,X2=155,Y2=38),TextureCoords[4]=(X1=156,X2=194,Y2=38),TextureCoords[5]=(X1=195,X2=233,Y2=38),TextureCoords[6]=(X1=234,X2=272,Y2=38),TextureCoords[7]=(X1=273,X2=311,Y2=38),TextureCoords[8]=(X1=312,X2=350,Y2=38),TextureCoords[9]=(X1=351,X2=389,Y2=38),TextureCoords[10]=(X1=390,X2=428,Y2=38))
     CoPilotLabel="Gunner"
     SpinCircles(0)=TexRotator'OnslaughtBP.ONSDualAttackCraft.CicCircle0'
     SpinCircles(1)=TexRotator'OnslaughtBP.ONSDualAttackCraft.CicCircle1'
     Brackets=Texture'CicadaTex.HUD.ONS_Cic_Brackets'
     MissileTick=Texture'CicadaTex.HUD.ONS_Cic_Missles'
     TrailEffectPositions(0)=(X=250.000000,Y=-20.000000,Z=10.000000)
     TrailEffectPositions(1)=(X=250.000000,Y=20.000000,Z=10.000000)
     MaxThrustForce=80.000000
     LongDamping=0.300000
     MaxStrafeForce=65.000000
     MaxRiseForce=200.000000
     RollTorqueTurnFactor=750.000000
     RollTorqueStrafeFactor=100.000000
     RollTorqueMax=100.000000
     PushForce=200000.000000
     DriverWeapons(0)=(WeaponClass=Class'OnslaughtBP.ONSDualACSideGun',WeaponBone="RightRLAttach")
     DriverWeapons(1)=(WeaponClass=Class'OnslaughtBP.ONSDualACSideGun',WeaponBone="LeftRLAttach")
     PassengerWeapons(0)=(WeaponPawnClass=Class'OnslaughtBP.ONSDualACGatlingGunPawn',WeaponBone="GatlingGunAttach")
     RedSkin=Texture'ONSBPTextures.Skins.CicadaTan'
     BlueSkin=Texture'ONSBPTextures.Skins.CicadaGreen'
     IdleSound=Sound'CicadaSnds.Flight.CicadaIdle'
     StartUpSound=Sound'CicadaSnds.Flight.CicadaStartUp'
     ShutDownSound=Sound'CicadaSnds.Flight.CicadaShutdown'
     DestroyedVehicleMesh=StaticMesh'ONSBP_DestroyedVehicles.Cicada.DestroyedCicada'
     DisintegrationEffectClass=Class'OnslaughtBP.ONSDualACDeathExp'
     DisintegrationHealth=-100.000000
     DestructionLinearMomentum=(Min=250000.000000,Max=400000.000000)
     DestructionAngularMomentum=(Max=150.000000)
     ExitPositions(0)=(Y=-400.000000)
     ExitPositions(1)=(Y=400.000000)
     ExitPositions(2)=(X=-600.000000,Z=100.000000)
     EntryPosition=(X=0.000000,Z=-20.000000)
     EntryRadius=300.000000
     TPCamDistance=700.000000
     TPCamWorldOffset=(Z=350.000000)
     VehiclePositionString="in a Cicada"
     VehicleNameString="Cicada"
     HealthMax=500.000000
     Health=500
     Mesh=SkeletalMesh'ONSBPAnimations.DualAttackCraftMesh'
     SoundVolume=255
     SoundRadius=300.000000
     CollisionRadius=240.000000
}

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Creation time: sk 18-3-2018 09:49:46.405 - Created with UnCodeX