Always snap to grid
UE2:ONSShockTankCannon (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- OnslaughtBP
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. |
Properties[edit]
Property group 'ONSShockTankCannon'[edit]
MaxDelayTime[edit]
Type: float
Default value: 2.0
MaxShieldHealth[edit]
Type: float
Default value: 2000.0
ShieldRechargeRate[edit]
Type: float
Default value: 400.0
Internal variables[edit]
bLastShieldActive[edit]
Type: bool
bPutShieldUp[edit]
Type: bool
bShieldActive[edit]
Type: bool
CurrentDelayTime[edit]
Type: float
CurrentRechargeTime[edit]
Type: float
CurrentShieldHealth[edit]
Type: float
Default value: 800.0
LastShieldHitCount[edit]
Type: byte
LastShieldHitTime[edit]
Type: float
ShieldHitCount[edit]
Type: byte
ShockShield[edit]
Type: ONSShockTankShield
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIInfo[0] |
|
||||||||||
AIInfo[1] |
|
||||||||||
bForceSkelUpdate | True | ||||||||||
BlueSkin | Texture'ONSBPTextures.Skins.PaladinGreen' | ||||||||||
bNetNotify | True | ||||||||||
bShowChargingBar | True | ||||||||||
DrawScale | 0.8 | ||||||||||
EffectEmitterClass | Class'OnslaughtBP.ONSShockTankMuzzleFlash' | ||||||||||
FireInterval | 2.35 | ||||||||||
FireSoundClass | Sound'ONSBPSounds.ShockTank.ShockBallFire' | ||||||||||
Mesh | Mesh'ONSBPAnimations.ShockTankCannonMesh' | ||||||||||
PitchBone | 'TurretAttach' | ||||||||||
PitchDownLimit | 58000 | ||||||||||
PitchUpLimit | 18000 | ||||||||||
ProjectileClass | Class'OnslaughtBP.ONSShockTankProjectile' | ||||||||||
RedSkin | Texture'ONSBPTextures.Skins.PaladinTan' | ||||||||||
RotateSound | Sound'ONSBPSounds.ShockTank.TurretHorizontal' | ||||||||||
RotationsPerSecond | 0.18 | ||||||||||
WeaponFireAttachmentBone | 'FirePoint' | ||||||||||
YawBone | '8WheelerTop' |
Functions[edit]
Events[edit]
AttemptFire[edit]
Overrides: ONSWeapon.AttemptFire
Destroyed[edit]
simulated event Destroyed ()
Overrides: ONSWeapon.Destroyed
OwnerEffects[edit]
simulated event OwnerEffects ()
Overrides: ONSWeapon.OwnerEffects
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: ONSWeapon.PostNetBeginPlay
PostNetReceive[edit]
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
Tick[edit]
simulated event Tick (float DT)
Overrides: Actor.Tick
Timer[edit]
event Timer ()
Overrides: Actor.Timer
Other instance functions[edit]
ActivateShield[edit]
simulated function ActivateShield ()
BestMode[edit]
function byte BestMode ()
Overrides: ONSWeapon.BestMode
CeaseAltFire[edit]
function CeaseAltFire ()
ChargeBar[edit]
simulated function float ChargeBar ()
Overrides: ONSWeapon.ChargeBar
DeactivateShield[edit]
simulated function DeactivateShield ()
HurtRadius[edit]
simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
Overrides: Actor.HurtRadius
NotifyShieldHit[edit]
ProximityExplosion[edit]
function ProximityExplosion ()
ShieldAgainstIncoming[edit]
function ShieldAgainstIncoming (optional Projectile P)