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UE2:ONSWeaponPawn (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ONSWeaponPawn
Package: 
Onslaught
Direct subclasses:
ONSArtillerySideGunPawn, ONSDualACGatlingGunPawn, ONSMASSideGunPawn, ONSPRVRearGunPawn, ONSPRVSideGunPawn, ONSStationaryWeaponPawn, ONSTankSecondaryTurretPawn

Dummy vehicle for vehicle passenger guns and stationary turrets, i.e. any kind of Onslaught vehicle that can't move on its own.

Constants[edit]

FilterFrames[edit]

Value: 5


Properties[edit]

Property group 'ONSWeaponPawn'[edit]

AltFireImpulse[edit]

Type: Object.Vector


CameraBone[edit]

Type: name


DestroyEffectClass[edit]

Type: class<Actor>


FireImpulse[edit]

Type: Object.Vector


GunnerPos[edit]

Type: Object.Vector


GunnerRot[edit]

Type: Object.Rotator


Internal variables[edit]

bCustomAiming[edit]

Type: bool

If true, the weapon aiming will be controlled by setting CustomAim.

bHasAltFire[edit]

Type: bool

Whether the weapon has an alt-fire mode. Otherwise alt-fire just zooms.

Default value: True

bHasAltFireImpulse[edit]

Type: bool


bHasFireImpulse[edit]

Type: bool


bHasOwnHealth[edit]

Type: bool

If false, damage to this pawn is done to Driver instead.

bHistoryWarmup[edit]

Type: bool


Default value: True

CameraHistory[edit]

Type: Object.Vector

Array size: 5 (FilterFrames)


CrosshairColor[edit]

Type: Object.Color

Modifiers: config


Default value:

Member Value
A 255
B 0
G 255
R 0

CrosshairTexture[edit]

Type: Texture

Modifiers: config


Default value: Texture'ONSInterface-TX.tankBarrelAligned'

CrosshairX[edit]

Type: float

Modifiers: config


Default value: 32.0

CrosshairY[edit]

Type: float

Modifiers: config


Default value: 32.0

CustomAim[edit]

Type: Object.Rotator

Custom aim direction if bCustomAiming is True.

DebugInfo[edit]

Type: string


Gun[edit]

Type: ONSWeapon

The current instance of this gunner position's weapon.

GunClass[edit]

Type: class<ONSWeapon>

The type of weapon available in this gunner position.

NextHistorySlot[edit]

Type: int


PitchAccel[edit]

Type: float


VehicleBase[edit]

Type: ONSVehicle

The vehicle this gun belongs to, if any.

YawAccel[edit]

Type: float


Default values[edit]

Property Value
bAcceptsProjectors False
bBlockActors False
bBlockNonZeroExtentTraces False
bBlockZeroExtentTraces False
bCollideActors False
bCollideWorld False
bCrawler True
bDrawDriverInTP True
bDrawMeshInFP True
bDrawVehicleShadow False
bFollowLookDir True
bIgnoreEncroachers True
bIgnoreForces True
bNetInitialRotation True
bNetNotify True
bPCRelativeFPRotation False
bProjTarget False
bSetPCRotOnPossess False
bSpecialCalcView True
bSpecialHUD True
bStationary True
bTurnInPlace True
bZeroPCRotOnEntry False
DrawType DT_None
EntryRadius 50.0
LandMovementState 'PlayerTurreting'
NetPriority 0.5

Functions[edit]

Static functions[edit]

StaticPrecache[edit]

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


Events[edit]

ApplyFireImpulse[edit]

event ApplyFireImpulse (bool bAlt)


BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.BaseChange


BeginPlay[edit]

event BeginPlay ()

Overrides: Actor.BeginPlay


Destroyed[edit]

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Vehicle.EncroachedBy


KDriverLeave[edit]

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage[edit]

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Vehicle.TakeDamage


TeamChanged[edit]

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


Other instance functions[edit]

See ONSWeaponPawn instance functions.