Gah - a solution with more questions. – EntropicLqd
UE2:ONSTankSecondaryTurretPawn (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Pawn >> Vehicle >> ONSWeaponPawn >> ONSTankSecondaryTurretPawn |
- Package:
- Onslaught
- Direct subclass:
- ONSTankSecondaryTurretPawn_IonPlasma
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. |
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Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bDrawDriverInTP | False | ||||||||
bHasAltFire | False | ||||||||
CameraBone | 'Object02' | ||||||||
DrivePos |
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DriverDamageMult | 0.0 | ||||||||
EntryRadius | 130.0 | ||||||||
ExitPositions[0] |
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ExitPositions[1] |
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FPCamPos |
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FPCamViewOffset |
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GunClass | Class'Onslaught.ONSTankSecondaryTurret' | ||||||||
TPCamDistance | 300.0 | ||||||||
TPCamLookat |
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TPCamWorldOffset |
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VehicleNameString | "Goliath Minigun Turret" | ||||||||
VehiclePositionString | "in a Goliath turret" |
Instance functions[edit]
AltFire[edit]
function AltFire (optional float F)
Overrides: ONSWeaponPawn.AltFire
ClientKDriverLeave[edit]
simulated function ClientKDriverLeave (PlayerController PC)
Overrides: ONSWeaponPawn.ClientKDriverLeave
ClientVehicleCeaseFire[edit]
function ClientVehicleCeaseFire (bool bWasAltFire)
Overrides: ONSWeaponPawn.ClientVehicleCeaseFire
ShouldTargetMissile[edit]
function ShouldTargetMissile (Projectile P)
Overrides: Vehicle.ShouldTargetMissile