My program doesn't have bugs. It just develops random features.
UE1:MinigunCannon (UT)
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Object >> Actor >> Pawn >> StationaryPawn >> TeamCannon >> MinigunCannon |
Contents
- Package:
- BotPack
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MinigunCannon.
Properties[edit]
MuzzFlash[edit]
Type: Actor
Default values[edit]
Property | Value |
---|---|
CollisionHeight | 24.0 |
FireSound | Sound'UnrealI.Rifle.RifleShot' |
Mesh | LodMesh'Botpack.grmockgunM' |
SampleTime | 0.1 |
SoundRadius | 96 |
SoundVolume | 255 |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: TeamCannon.PostBeginPlay
Other instance functions[edit]
ActivateComplete[edit]
function ActivateComplete ()
Overrides: TeamCannon.ActivateComplete
PickAnim[edit]
function name PickAnim ()
Overrides: TeamCannon.PickAnim
PlayDeactivate[edit]
function PlayDeactivate ()
Overrides: TeamCannon.PlayDeactivate
ProcessTraceHit[edit]
function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)
Shoot[edit]
function Shoot ()
Overrides: TeamCannon.Shoot
SpawnBase[edit]
simulated function SpawnBase ()
Overrides: TeamCannon.SpawnBase
StartDeactivate[edit]
function StartDeactivate ()
Overrides: TeamCannon.StartDeactivate
States[edit]
ActiveCannon[edit]
Inherits from: TeamCannon.ActiveCannon
ActiveCannon.BeginState[edit]
event BeginState ()
Overrides: TeamCannon.ActiveCannon.BeginState
ActiveCannon.EndState[edit]
event EndState ()
Overrides: Object.EndState (global)
ActiveCannon.Timer[edit]
event Timer ()
Overrides: TeamCannon.ActiveCannon.Timer