Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:IonCannon (UT2003)
Contents
- 1 Properties
- 1.1 Property group 'IonCannon'
- 1.1.1 Damage
- 1.1.2 DamageRadius
- 1.1.3 DamageType
- 1.1.4 FireSound
- 1.1.5 IonEffectClass
- 1.1.6 MarkLocation
- 1.1.7 MaxAngle
- 1.1.8 MaxRange
- 1.1.9 MinRange
- 1.1.10 MomentumTransfer
- 1.1.11 ShakeOffsetMag
- 1.1.12 ShakeOffsetRate
- 1.1.13 ShakeOffsetTime
- 1.1.14 ShakeRotMag
- 1.1.15 ShakeRotRate
- 1.1.16 ShakeRotTime
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'IonCannon'
- 2 Functions
- 3 States
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
The IonCannon
Properties
Property group 'IonCannon'
Damage
Type: int
per wave
Default value: 150
DamageRadius
Type: float
of final wave
Default value: 2000.0
DamageType
Type: class<DamageType>
Default value: Class'XWeapons.DamTypeIonBlast'
FireSound
Type: Sound
Default value: Sound'WeaponSounds.TAGRifle.IonCannonBlast'
IonEffectClass
Default value: Class'XEffects.IonEffect'
MarkLocation
Type: Object.Vector
MaxAngle
Type: float
Default value: 45.0
MaxRange
Type: float
Default value: 10000.0
MinRange
Type: float
Default value: 1000.0
MomentumTransfer
Type: float
per wave
Default value: 150000.0
ShakeOffsetMag
Type: Object.Vector
max view offset vertically
Default value:
Member | Value |
---|---|
Z | 10.0 |
ShakeOffsetRate
Type: Object.Vector
how fast to offset view vertically
Default value:
Member | Value |
---|---|
Z | 200.0 |
ShakeOffsetTime
Type: float
how much time to offset view
Default value: 10.0
ShakeRotMag
Type: Object.Vector
how far to rot view
Default value:
Member | Value |
---|---|
Z | 250.0 |
ShakeRotRate
Type: Object.Vector
how fast to rot view
Default value:
Member | Value |
---|---|
Z | 2500.0 |
ShakeRotTime
Type: float
how much time to rot the instigator's view
Default value: 6.0
Internal variables
BeamDirection
Type: Object.Vector
bFirstCannon
Type: bool
DamageLocation
Type: Object.Vector
Fear
Type: AvoidMarker
nextCannon
Type: IonCannon
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bRotateToDesired | True | ||||||||
CollisionHeight | 100.0 | ||||||||
CollisionRadius | 150.0 | ||||||||
DrawType | DT_Mesh | ||||||||
Mesh | Mesh'Weapons.IonCannon' | ||||||||
Physics | PHYS_Rotating | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
||||||||
TransientSoundRadius | 2000.0 | ||||||||
TransientSoundVolume | 1.0 |
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Other instance functions
CheckMark
IsFiring
RemoveFear
States
FireSequence
FireSequence.BeginState
Overrides: Object.BeginState (global)
FireSequence.EndState
Overrides: Object.EndState (global)
FireSequence.IsFiring
Overrides: IsFiring (global)
FireSequence.RemoveFear
Overrides: RemoveFear (global)
FireSequence.ShakeView
FireSequence.SpawnEffect
Ready
Modifiers: auto
Ready.CheckMark
Overrides: CheckMark (global)