I'm a doctor, not a mechanic

UE2:Turret (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Pawn >> StationaryPawn >> DeployedUnit >> ProximitySensor >> Turret
Package: 
Deployables
Direct subclasses:
AutoTurret, RocketTurret

null

Properties[edit]

Property group 'Turret'[edit]

BoneElevatorEnd[edit]

Type: name


Default value: 'ElevatorEnd'

BoneLeftBarrelEnd[edit]

Type: name


Default value: 'LeftEnd'

BonePitch[edit]

Type: name


Default value: 'Elevator'

BoneRightBarrelEnd[edit]

Type: name


Default value: 'RightEnd'

BoneYaw[edit]

Type: name


Default value: 'Rotator'

bSplashDamage[edit]

Type: bool


TurretMoveSound[edit]

Type: Sound


WeaponType[edit]

Type: class<Weapon>


Internal variables[edit]

AimingRotation[edit]

Type: Object.Rotator


AimingVector[edit]

Type: Object.Vector


ClientAimingVector[edit]

Type: Object.Vector


Default value:

Member Value
X 9999999.0
Y 9999999.0
Z 9999999.0

MyWeapon[edit]

Type: Weapon


ViewOffset[edit]

Type: Object.Vector


Default values[edit]

Property Value
AlternateSkins[0] Shader'Arch_TurretsT.Small.metl_DeployableTurret_001_Red'
AlternateSkins[1] Shader'Arch_TurretsT.Small.metl_deployableturret_001_blue'
bHasAttack True
CollisionHeight 60.0
CollisionRadius 50.0
ControllerClass Class'Deployables.TurretController'
Description "Turret"
DrawScale 1.0
Health 500
PeripheralVision 0.5
PrePivot
Member Value
Z 0.0
SightRadius 4000.0
SpamTexture0 Texture'Legend.Skins.JLSSRed'
SpamTexture1 Texture'Legend.Skins.JLSSBlue'
StaticMesh StaticMesh'Arch_TurretsM.Small.Deployable_Base_TD_01'

Functions[edit]

Events[edit]

PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: DeployedUnit.PostNetReceive


SetAnimAction[edit]

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction


TakeDamage[edit]

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

Overrides: DeployedUnit.TakeDamage


Other instance functions[edit]

ApplyAimingRotation[edit]

simulated function ApplyAimingRotation ()


FiredWeapon[edit]

function FiredWeapon ()


GetAimingRotation[edit]

function Object.Rotator GetAimingRotation ()


GetViewLocation[edit]

simulated function Object.Vector GetViewLocation ()

Overrides: Pawn.GetViewLocation


Initialize[edit]

function Initialize (bool bAltActivate)

Overrides: DeployedUnit.Initialize


RegisterConsumer[edit]

function RegisterConsumer ()

Overrides: DeployedUnit.RegisterConsumer


SetAimingRotation[edit]

function SetAimingRotation (Object.Vector AimVector)


SetPitch[edit]

simulated function SetPitch (Object.Rotator NewRotation)


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: DeployedUnit.SetTeam


SetYaw[edit]

simulated function SetYaw (Object.Rotator NewRotation)


ShutDownDeployedUnit[edit]

function ShutDownDeployedUnit (bool bDestroyed, optional Pawn P)

Overrides: DeployedUnit.ShutDownDeployedUnit


UnRegisterConsumer[edit]

function UnRegisterConsumer ()

Overrides: DeployedUnit.UnRegisterConsumer


States[edit]

Offline[edit]

Offline.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Offline.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)