My program doesn't have bugs. It just develops random features.

UE2:AutoTurret (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn >> DeployedUnit >> ProximitySensor >> AutoTurret
Package: 
U2XMP
Direct subclass:
RocketTurret
This class in other games:
U2

$Workfile: AutoTurret.uc $ Created By: Mark Poesch Created On: 7/2/2001 $Author: Mfox $ $Date: 12/16/02 5:47p $ $Revision: 37 $

Properties

Property group 'AutoTurret'

BarrelVerticalOffset

Type: float


bSplashDamage

Type: bool


TurretMoveSound

Type: Sound


WeaponType

Type: class<U2Weapon>


Default value: Class'U2XMP.weaponInvAutoCannon'

Internal variables

LastTargetingNodeLoc

Type: Object.Vector


MountedWeapon

Type: U2Weapon


TargetingNodeLoc

Type: Object.Vector


Default values

Property Value
ActionSound Sound'U2XMPA.AutoTurret.AutoTurretFire'
ActiveAlertSound Sound'U2XMPA.AutoTurret.AutoTurretAlert'
AmbientNoiseSound Sound'U2XMPA.AutoTurret.AutoTurretAmbient'
bHasAttack True
CarcassMesh[0] LegendMesh'GlmDecorationsG.TurretCarcass01'
CollisionHeight 55.0
CollisionRadius 40.0
ControllerClass Class'U2XMP.AutoTurretController'
DeploySound Sound'U2XMPA.AutoTurret.AutoTurretActivate'
Description "AutoTurret"
DisabledSkin Shader'343T.Assets.TurretsFX_001'
DisabledSound Sound'U2XMPA.AutoTurret.AutoTurretDisabled'
DrawScale 1.0
DrawType DT_Mesh
ExplodeSound Sound'U2XMPA.AutoTurret.AutoTurretExplode'
Health 350
Mesh LegendMesh'GlmDecorationsG.TurretCannon'
PeripheralVision 0.5
PickupClass Class'U2XMP.AutoTurretPickup'
ReEnabledSound Sound'U2XMPA.AutoTurret.AutoTurretEnabled'
SeenRadius 2600.0
SeeOtherOdds 0.0
ShutdownSound Sound'U2XMPA.AutoTurret.AutoTurretShutdown'
SightRadius 2500.0
StaticMesh StaticMesh'343M.Assets.Arms_001'
TimeToTrack 1.5
TrackingSound Sound'U2XMPA.AutoTurret.AutoTurretTracking'

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: U2Pawn.PostBeginPlay


Other instance functions

LockedOn

function bool LockedOn ()


PassMountLocation

function PassMountLocation ()

Overrides: ProximitySensor.PassMountLocation


TakeDamage

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector HitLocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: DeployedUnit.TakeDamage