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UE1:TeamCannon (UT)

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UT Object >> Actor >> Pawn >> StationaryPawn >> TeamCannon
Package: 
BotPack
Direct subclass:
MinigunCannon

TeamCannon.

Properties[edit]

Property group 'TeamCannon'[edit]

ActivateSound[edit]

Type: Sound


Default value: Sound'UnrealI.Cannon.CannonActivate'

bLeadTarget[edit]

Type: bool


DeActivateSound[edit]

Type: Sound


FireSound[edit]

Type: Sound


Default value: Sound'UnrealI.Cannon.CannonShot'

MyTeam[edit]

Type: int


PostKillMessage[edit]

Type: string

Modifiers: localized


Default value: "was killed by an automatic cannon!"

PreKillMessage[edit]

Type: string

Modifiers: localized


ProjectileType[edit]

Type: class<Projectile>


Default value: Class'BotPack.CannonShot'

Internal variables[edit]

bShoot[edit]

Type: bool


Drop[edit]

Type: float

How far down to drop spawning of projectile

Default value: 60.0

GunBase[edit]

Type: Actor


SampleTime[edit]

Type: float

How often we sample Instigator's location

Default value: 0.33

StartingRotation[edit]

Type: Object.Rotator


TrackingRate[edit]

Type: int

How fast Cannon tracks Instigator

Default value: 25000

Default values[edit]

Property Value
AnimSequence 'Activate'
CollisionRadius 28.0
FovAngle 90.0
Health 220
MenuName "automatic cannon!"
Mesh LodMesh'Botpack.cdgunmainM'
NameArticle "an "
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Yaw 25000
SightRadius 3000.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


TakeDamage[edit]

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions[edit]

ActivateComplete[edit]

function ActivateComplete ()


KillMessage[edit]

function string KillMessage (name damageType, Pawn Other)

Overrides: Pawn.KillMessage


PickAnim[edit]

function name PickAnim ()


PlayActivate[edit]

function PlayActivate ()


PlayDeactivate[edit]

function PlayDeactivate ()


SameTeamAs[edit]

function bool SameTeamAs (int TeamNum)

Overrides: StationaryPawn.SameTeamAs


SetTeam[edit]

function SetTeam (int TeamNum)

Overrides: StationaryPawn.SetTeam


Shoot[edit]

function Shoot ()


SpawnBase[edit]

simulated function SpawnBase ()


StartDeactivate[edit]

function StartDeactivate ()


States[edit]

ActiveCannon[edit]

Ignores: SeePlayer

ActiveCannon.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


ActiveCannon.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


ActiveCannon.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


ActiveCannon.Killed[edit]

function Killed (Pawn Killer, Pawn Other, name damageType)

Overrides: Pawn.Killed (global)


DamagedState[edit]

Ignores: EnemyNotVisible, SeePlayer, TakeDamage

DeActivated[edit]

Ignores: EnemyNotVisible, SeePlayer, TakeDamage

GameEnded[edit]

Inherits from: Pawn.GameEnded

Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Pawn.GameEnded.BeginState


Idle[edit]

Modifiers: auto

Ignores: EnemyNotVisible

Idle.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Idle.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer (global)


TrackWarhead[edit]

Ignores: EnemyNotVisible, SeePlayer

TrackWarhead.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TrackWarhead.FindEnemy[edit]

function FindEnemy ()