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UE2:StationaryWeapons (UE2Runtime)
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Class: WarfareGame.StationaryWeapons Parent: Engine.Actor
[edit] Properties
[edit] Property group 'StationaryWeapons'
[edit] bIgnoreTeammates
Type: bool
This weapon will ignore teammates
Default value: True
[edit] Meshes
Type: StaticMesh
Array size: 2
What meshes to use
[edit] TeamIndex
Type: int
The team that owns this weapon
[edit] Internal variables
[edit] bActive
Type: byte
Is this weapon active
[edit] bLastActive
Type: byte
What was the last bActive
[edit] Default values
| Property | Value | ||||
|---|---|---|---|---|---|
| bFixedRotationDir | False | ||||
| bOnlyReplicateHidden | False | ||||
| bProjTarget | True | ||||
| DesiredRotation |
|
||||
| DrawType | DT_StaticMesh | ||||
| RemoteRole | ROLE_SimulatedProxy | ||||
| RotationRate |
|
[edit] Functions
[edit] Events
[edit] Activated
simulated event Activated ()
[edit] Deactivated
simulated event Deactivated ()
[edit] PostBeginPlay
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
[edit] TakeDamage
event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Actor.TakeDamage
[edit] Other instance functions
[edit] Activate
function Activate ()
[edit] DeActivate
function DeActivate ()
[edit] Explode
function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
[edit] ReduceDamage
[edit] SetTeam
function SetTeam (int NewTeamIndex)
[edit] States
[edit] fucked
Modifiers: auto
