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UT2k4Assault.ASTurret_Minigun

Extends
ASTurret

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle
            |   
            +-- UT2k4Assault.ASTurret
               |   
               +-- UT2k4Assault.ASTurret_Minigun

Variables Summary
Inherited Variables from UT2k4Assault.ASTurret
bZooming, CamAbsLocation, CamDistance, CamRelLocation, CamRotationInertia, DesiredPlayerFOV, EntryTriggers, LastCamRot, LastTimeSeconds, MinPlayerFOV, ObjectiveTag[6], OldFOV, OriginalRotation, PitchAccel, RotationInertia, RotationSpeed, RotPitchConstraint, TurretBase, TurretBaseClass, TurretSwivel, TurretSwivelClass, WeaponInfoTexture, YawAccel, ZoomSpeed, ZoomTick, ZoomTickTex, ZoomWeaponOffsetAdjust
Inherited Variables from UT2k4Assault.ASVehicle
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset

Functions Summary
functionPawn CheckForHeadShot (Vector loc, Vector ray, float AdditionalScale))
function StaticPrecache (LevelInfo L))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
Inherited Functions from UT2k4Assault.ASTurret
BotDesireability, ClientKDriverEnter, Destroyed, DrawCrosshair, DrawHealthInfo, Explode, GetViewRotation, HasAmmo, NextWeapon, PerformTrace, PlayFiring, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostZoomAdjust, PrevWeapon, RawInput, RecommendLongRangedAttack, ServerSwitchTurret, SpecialCalcFirstPersonView, SpecialCalcView, StaticPrecache, StronglyRecommended, UpdatePrecacheMaterials, UpdateRocketAcceleration
Inherited Functions from UT2k4Assault.ASVehicle
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL


Functions Detail

CheckForHeadShot Source code

function Pawn CheckForHeadShot ( Vector loc, Vector ray, float AdditionalScale) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )


Defaultproperties

defaultproperties
{
     TurretBaseClass=Class'UT2k4Assault.ASTurret_Minigun_Base'
     TurretSwivelClass=Class'UT2k4Assault.ASTurret_Minigun_Swivel'
     RotationInertia=0.500000
     RotPitchConstraint=(Min=10000.000000,Max=5000.000000)
     RotationSpeed=10.000000
     CamAbsLocation=(Z=50.000000)
     CamRelLocation=(X=100.000000,Z=50.000000)
     CamDistance=(X=-400.000000,Z=50.000000)
     CamRotationInertia=0.010000
     DefaultWeaponClassName="UT2k4Assault.Weapon_Turret_Minigun"
     VehicleProjSpawnOffset=(X=160.000000,Y=-15.000000,Z=66.000000)
     bCHZeroYOffset=False
     bDrawDriverInTP=True
     bAutoTurret=False
     bRemoteControlled=False
     bDrawMeshInFP=True
     bDesiredBehindView=True
     DrivePos=(X=-20.000000,Y=13.000000,Z=81.000000)
     ExitPositions(0)=(Y=100.000000,Z=100.000000)
     ExitPositions(1)=(Y=-100.000000,Z=100.000000)
     EntryRadius=120.000000
     FPCamPos=(X=-25.000000,Y=13.000000,Z=93.000000)
     DriverDamageMult=0.450000
     VehiclePositionString="manning a Minigun Turret"
     VehicleNameString="Minigun Turret"
     HealthMax=500.000000
     Health=500
     Mesh=SkeletalMesh'AS_Vehicles_M.minigun_turret'
     DrawScale=0.420000
     SoundRadius=1024.000000
     CollisionRadius=60.000000
}

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Creation time: sk 18-3-2018 09:49:34.694 - Created with UnCodeX