Mostly Harmless

UE2:ONSDualACSideGun (UT2004)

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UT2004 Object >> Actor >> ONSWeapon >> ONSLinkableWeapon >> ONSDualACSideGun
Package: 
OnslaughtBP

ONSDaulACSideGun - (C) 2004, Epic Games Joe Wilcox

This is the primary weapon the Cicada.

Properties[edit]

bDumpingLoad[edit]

Type: bool

Are we dumping our load of rockets?

bFiresRight[edit]

Type: bool

If true, this weapon will eject shells to the right instead of the left

bLocked[edit]

Type: bool

If true all shots are locked to the vector below

bSkipFire[edit]

Type: bool

If true, it ignore this shot and pass it to it's linked weapon

FireControl[edit]

Type: Controller

Temp. Storage of who is doing the firing.

LoadedShotCount[edit]

Type: int


LockedTarget[edit]

Type: Object.Vector

If bLocked, all missiles will home to this location

LockPosition[edit]

Type: Object.Vector

position when locked on

MaxShotCount[edit]

Type: int

LoadedShotCount = # of shots loaded, MaxShotCount = Max # to load

Default value: 16

ReloadSound[edit]

Type: Sound

Sound to play when loading a rocket

RelockTime[edit]

Type: float

Time before we can reacquire a lock

Default values[edit]

Property Value
AIInfo[0]
Member Value
bLeadTarget True
bTrySplash True
RefireRate 0.99
WarnTargetPct 0.5
AIInfo[1]
Member Value
bLeadTarget False
bTrySplash True
RefireRate 0.99
WarnTargetPct 0.2
AltFireInterval 0.33
AltFireProjectileClass Class'OnslaughtBP.ONSDualACRocket'
AltFireSoundClass Sound'CicadaSnds.Missile.MissileEject'
AltFireSoundVolume 70.0
bInstantRotation True
CullDistance 7000.0
FireSoundClass Sound'CicadaSnds.Missile.MissileEject'
FireSoundVolume 70.0
Mesh Mesh'ONSBPAnimations.DualAttackCraftSideGunMesh'
PitchBone 'RL_Right'
PitchDownLimit 50000
PitchUpLimit 18000
ProjectileClass Class'OnslaughtBP.ONSDualACRocket'
RotationsPerSecond 0.09
WeaponFireAttachmentBone 'FirePoint'
YawBone 'RL_Right'
YawEndConstraint 5000.0
YawStartConstraint -5000.0

Functions[edit]

Events[edit]

AttemptFire[edit]

event bool AttemptFire (Controller C, bool bAltFire)

Overrides: ONSLinkableWeapon.AttemptFire


OwnerEffects[edit]

simulated event OwnerEffects ()

Overrides: ONSWeapon.OwnerEffects


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: ONSWeapon.BestMode


CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: ONSWeapon.CanAttack


ChangeTargetLock[edit]

function ChangeTargetLock ()


ClientStopFire[edit]

simulated function ClientStopFire (Controller C, bool bWasAltFire)

Overrides: ONSWeapon.ClientStopFire


FindInitialTarget[edit]

function Object.Vector FindInitialTarget (Object.Vector Start, Object.Rotator Dir)


FireSingle[edit]

function FireSingle (Controller C, bool bAltFire, optional bool bDontSkip)


RemoveLock[edit]

function RemoveLock ()


SpawnProjectile[edit]

function Projectile SpawnProjectile (class<ProjectileProjClass, bool bAltFire)

Overrides: ONSWeapon.SpawnProjectile


SpawnTargetBeam[edit]

function SpawnTargetBeam ()


WeaponCeaseFire[edit]

function WeaponCeaseFire (Controller C, bool bWasAltFire)

Overrides: ONSWeapon.WeaponCeaseFire