Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:IonCannon (UT2004)
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The IonCannon
Properties[edit]
Property group 'IonCannon'[edit]
Damage[edit]
Type: int
per wave
Default value: 150
DamageRadius[edit]
Type: float
of final wave
Default value: 2000.0
DamageType[edit]
Type: class<DamageType>
Default value: Class'XWeapons.DamTypeIonBlast'
FireSound[edit]
Type: Sound
Default value: Sound'WeaponSounds.TAGRifle.IonCannonBlast'
IonEffectClass[edit]
Default value: Class'XEffects.IonEffect'
MarkLocation[edit]
Type: Object.Vector
MomentumTransfer[edit]
Type: float
per wave
Default value: 150000.0
ShakeOffsetMag[edit]
Type: Object.Vector
max view offset vertically
Default value:
Member | Value |
---|---|
Z | 10.0 |
ShakeOffsetRate[edit]
Type: Object.Vector
how fast to offset view vertically
Default value:
Member | Value |
---|---|
Z | 200.0 |
ShakeOffsetTime[edit]
Type: float
how much time to offset view
Default value: 10.0
ShakeRotMag[edit]
Type: Object.Vector
how far to rot view
Default value:
Member | Value |
---|---|
Z | 250.0 |
ShakeRotRate[edit]
Type: Object.Vector
how fast to rot view
Default value:
Member | Value |
---|---|
Z | 2500.0 |
ShakeRotTime[edit]
Type: float
how much time to rot the instigator's view
Default value: 6.0
Internal variables[edit]
BeamDirection[edit]
Type: Object.Vector
DamageLocation[edit]
Type: Object.Vector
Fear[edit]
Type: AvoidMarker
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bHidden | True | ||||||||
bRotateToDesired | True | ||||||||
DrawType | DT_Mesh | ||||||||
Mesh | Mesh'Weapons.IonCannon' | ||||||||
RemoteRole | ROLE_None | ||||||||
RotationRate |
|
||||||||
TransientSoundRadius | 2000.0 | ||||||||
TransientSoundVolume | 1.0 |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Other instance functions[edit]
CheckMark[edit]
IsFiring[edit]
RemoveFear[edit]
States[edit]
FireSequence[edit]
FireSequence.BeginState[edit]
Overrides: Object.BeginState (global)
FireSequence.EndState[edit]
Overrides: Object.EndState (global)
FireSequence.IsFiring[edit]
Overrides: IsFiring (global)
FireSequence.PlayGlobalSound[edit]
FireSequence.RemoveFear[edit]
Overrides: RemoveFear (global)
FireSequence.ShakeView[edit]
FireSequence.SpawnEffect[edit]
Ready[edit]
Modifiers: auto
Ready.CheckMark[edit]
Overrides: CheckMark (global)