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UE2:StationaryWeapons (UE2Runtime)

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UE2Runtime Object >> Actor >> Pickup >> StationaryWeapons

Contents

Package: 
Engine
This class in other games:
U2

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
Member Value
Yaw 0
DrawType DT_StaticMesh
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Yaw 0

[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<DamageTypeDamageType)

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

function float ReduceDamage (int Damage, class<DamageTypeDamageType)


[edit] SetTeam

function SetTeam (int NewTeamIndex)


[edit] States

[edit] fucked

Modifiers: auto

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