Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ONSWeaponPawn (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Onslaught
- Direct subclasses:
- ONSArtillerySideGunPawn, ONSDualACGatlingGunPawn, ONSMASSideGunPawn, ONSPRVRearGunPawn, ONSPRVSideGunPawn, ONSStationaryWeaponPawn, ONSTankSecondaryTurretPawn
| Please help improve this article or section by expanding it. |
Dummy vehicle for vehicle passenger guns and stationary turrets, i.e. any kind of Onslaught vehicle that can't move on its own.
[edit] Constants
[edit] FilterFrames
Value: 5
[edit] Properties
[edit] Property group 'ONSWeaponPawn'
[edit] AltFireImpulse
Type: Object.Vector
[edit] CameraBone
Type: name
[edit] DestroyEffectClass
[edit] FireImpulse
Type: Object.Vector
[edit] GunnerPos
Type: Object.Vector
[edit] GunnerRot
Type: Object.Rotator
[edit] Internal variables
[edit] bCustomAiming
Type: bool
If true, the weapon aiming will be controlled by setting CustomAim.
[edit] bHasAltFire
Type: bool
Whether the weapon has an alt-fire mode. Otherwise alt-fire just zooms.
Default value: True
[edit] bHasAltFireImpulse
Type: bool
[edit] bHasFireImpulse
Type: bool
[edit] bHasOwnHealth
Type: bool
If false, damage to this pawn is done to Driver instead.
[edit] bHistoryWarmup
Type: bool
Default value: True
[edit] CameraHistory
Type: Object.Vector
Array size: 5 (FilterFrames)
[edit] CrosshairColor
Type: Object.Color
Modifiers: config
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 0 |
| G | 255 |
| R | 0 |
[edit] CrosshairTexture
Type: Texture
Modifiers: config
Default value: Texture'ONSInterface-TX.tankBarrelAligned'
[edit] CrosshairX
Type: float
Modifiers: config
Default value: 32.0
[edit] CrosshairY
Type: float
Modifiers: config
Default value: 32.0
[edit] CustomAim
Type: Object.Rotator
Custom aim direction if bCustomAiming is True.
[edit] DebugInfo
Type: string
[edit] Gun
Type: ONSWeapon
The current instance of this gunner position's weapon.
[edit] GunClass
The type of weapon available in this gunner position.
[edit] NextHistorySlot
Type: int
[edit] PitchAccel
Type: float
[edit] VehicleBase
Type: ONSVehicle
The vehicle this gun belongs to, if any.
[edit] YawAccel
Type: float
[edit] Default values
| Property | Value |
|---|---|
| bAcceptsProjectors | False |
| bBlockActors | False |
| bBlockNonZeroExtentTraces | False |
| bBlockZeroExtentTraces | False |
| bCollideActors | False |
| bCollideWorld | False |
| bCrawler | True |
| bDrawDriverInTP | True |
| bDrawMeshInFP | True |
| bDrawVehicleShadow | False |
| bFollowLookDir | True |
| bIgnoreEncroachers | True |
| bIgnoreForces | True |
| bNetInitialRotation | True |
| bNetNotify | True |
| bPCRelativeFPRotation | False |
| bProjTarget | False |
| bSetPCRotOnPossess | False |
| bSpecialCalcView | True |
| bSpecialHUD | True |
| bStationary | True |
| bTurnInPlace | True |
| bZeroPCRotOnEntry | False |
| DrawType | DT_None |
| EntryRadius | 50.0 |
| LandMovementState | 'PlayerTurreting' |
| NetPriority | 0.5 |
[edit] Functions
[edit] Static functions
[edit] StaticPrecache
Overrides: Vehicle.StaticPrecache
[edit] Events
[edit] ApplyFireImpulse
[edit] BaseChange
Overrides: Pawn.BaseChange
[edit] BeginPlay
Overrides: Actor.BeginPlay
[edit] Destroyed
Overrides: Vehicle.Destroyed
[edit] EncroachedBy
Overrides: Vehicle.EncroachedBy
[edit] KDriverLeave
Overrides: Vehicle.KDriverLeave
[edit] PostNetBeginPlay
Overrides: Pawn.PostNetBeginPlay
[edit] PostNetReceive
Overrides: Actor.PostNetReceive
[edit] TakeDamage
Overrides: Vehicle.TakeDamage
[edit] TeamChanged
Overrides: Vehicle.TeamChanged
