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UE2:ONSWeaponPawn (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ONSWeaponPawn

Contents

Package: 
Onslaught
Direct subclasses:
ONSArtillerySideGunPawn, ONSDualACGatlingGunPawn, ONSMASSideGunPawn, ONSPRVRearGunPawn, ONSPRVSideGunPawn, ONSStationaryWeaponPawn, ONSTankSecondaryTurretPawn

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

Type: class<Actor>


[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

Type: class<ONSWeapon>

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

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


[edit] Events

[edit] ApplyFireImpulse

event ApplyFireImpulse (bool bAlt)


[edit] BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange


[edit] BeginPlay

event BeginPlay ()

Overrides: Actor.BeginPlay


[edit] Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


[edit] EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Vehicle.EncroachedBy


[edit] KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


[edit] PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


[edit] TakeDamage

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Vehicle.TakeDamage


[edit] TeamChanged

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


[edit] Other instance functions

See ONSWeaponPawn instance functions.

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