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UE2:IonCannon (UT2003)

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UT2003 Object >> Actor >> IonCannon

Contents

Package: 
XWeapons
This class in other games:
UT2004

The IonCannon

[edit] Properties

[edit] Property group 'IonCannon'

[edit] Damage

Type: int

per wave

Default value: 150

[edit] DamageRadius

Type: float

of final wave

Default value: 2000.0

[edit] DamageType

Type: class<DamageType>


Default value: Class'XWeapons.DamTypeIonBlast'

[edit] FireSound

Type: Sound


Default value: Sound'WeaponSounds.TAGRifle.IonCannonBlast'

[edit] IonEffectClass

Type: class<IonEffect>


Default value: Class'XEffects.IonEffect'

[edit] MarkLocation

Type: Object.Vector


[edit] MaxAngle

Type: float


Default value: 45.0

[edit] MaxRange

Type: float


Default value: 10000.0

[edit] MinRange

Type: float


Default value: 1000.0

[edit] MomentumTransfer

Type: float

per wave

Default value: 150000.0

[edit] ShakeOffsetMag

Type: Object.Vector

max view offset vertically

Default value:

Member Value
Z 10.0

[edit] ShakeOffsetRate

Type: Object.Vector

how fast to offset view vertically

Default value:

Member Value
Z 200.0

[edit] ShakeOffsetTime

Type: float

how much time to offset view

Default value: 10.0

[edit] ShakeRotMag

Type: Object.Vector

how far to rot view

Default value:

Member Value
Z 250.0

[edit] ShakeRotRate

Type: Object.Vector

how fast to rot view

Default value:

Member Value
Z 2500.0

[edit] ShakeRotTime

Type: float

how much time to rot the instigator's view

Default value: 6.0

[edit] Internal variables

[edit] BeamDirection

Type: Object.Vector


[edit] bFirstCannon

Type: bool


[edit] DamageLocation

Type: Object.Vector


[edit] Fear

Type: AvoidMarker


[edit] nextCannon

Type: IonCannon


[edit] Default values

Property Value
bRotateToDesired True
CollisionHeight 100.0
CollisionRadius 150.0
DrawType DT_Mesh
Mesh Mesh'Weapons.IonCannon'
Physics PHYS_Rotating
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Pitch 15000
Roll 15000
Yaw 15000
TransientSoundRadius 2000.0
TransientSoundVolume 1.0

[edit] Functions

[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Other instance functions

[edit] CheckMark

function bool CheckMark (Pawn Aimer, Object.Vector TestMark, bool bFire)


[edit] IsFiring

function bool IsFiring ()


[edit] RemoveFear

function RemoveFear ()


[edit] States

[edit] FireSequence

[edit] FireSequence.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] FireSequence.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] FireSequence.IsFiring

function bool IsFiring ()

Overrides: IsFiring (global)


[edit] FireSequence.RemoveFear

function RemoveFear ()

Overrides: RemoveFear (global)


[edit] FireSequence.ShakeView

function ShakeView ()


[edit] FireSequence.SpawnEffect

function SpawnEffect ()


[edit] Ready

Modifiers: auto

[edit] Ready.CheckMark

function bool CheckMark (Pawn Aimer, Object.Vector TestMark, bool bFire)

Overrides: CheckMark (global)


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