Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ASVehicle_Sentinel (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UT2k4Assault
- Known direct subclasses:
- ASVehicle_Sentinel_Ceiling, ASVehicle_Sentinel_Floor
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ASVehicle_Sentinel Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
[edit] Properties
[edit] bActive
Type: bool
[edit] bOldActive
Type: bool
[edit] bSpawnCampProtection
Type: bool
when true, sentinels are more powerful
[edit] OpenCloseSound
Type: Sound
[edit] Default values
| Property | Value |
|---|---|
| AutoTurretControllerClass | Class'UT2k4Assault.ASSentinelController' |
| bNetNotify | True |
| bNonHumanControl | True |
| bNoTeamBeacon | True |
| DefaultWeaponClassName | "UT2k4Assault.Weapon_Sentinel" |
| Health | 1000 |
| HealthMax | 1000.0 |
| TransientSoundRadius | 512.0 |
| TransientSoundVolume | 0.75 |
| VehicleNameString | "Sentinel" |
[edit] Functions
[edit] Events
[edit] PostNetBeginPlay
simulated event PostNetBeginPlay ()
Overrides: ASTurret.PostNetBeginPlay
[edit] PostNetReceive
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
[edit] Other instance functions
[edit] Awake
function bool Awake ()
[edit] AwakeSentinel
function AwakeSentinel ()
[edit] GoToSleep
function bool GoToSleep ()
[edit] PlayClosing
simulated function PlayClosing ()
[edit] PlayFiring
Overrides: ASTurret.PlayFiring
[edit] PlayIdleClosed
simulated function PlayIdleClosed ()
[edit] PlayIdleOpened
simulated function PlayIdleOpened ()
[edit] PlayOpening
simulated function PlayOpening ()
[edit] States
[edit] Active
[edit] Active.AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Pawn.AnimEnd (global)
[edit] Active.GoToSleep
function bool GoToSleep ()
Overrides: GoToSleep (global)
[edit] Active.PlayClosing
simulated function PlayClosing ()
Overrides: PlayClosing (global)
[edit] Closing
[edit] Closing.AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Pawn.AnimEnd (global)
[edit] Closing.TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: ASVehicle.TakeDamage (global)
[edit] Opening
[edit] Opening.AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Pawn.AnimEnd (global)
[edit] Opening.TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: ASVehicle.TakeDamage (global)
[edit] Sleeping
Modifiers: auto
[edit] Sleeping.AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Pawn.AnimEnd (global)
[edit] Sleeping.TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: ASVehicle.TakeDamage (global)
[edit] Sleeping.Awake
function bool Awake ()
Overrides: Awake (global)
[edit] Sleeping.PlayOpening
simulated function PlayOpening ()
Overrides: PlayOpening (global)
