I'm a doctor, not a mechanic

UE2:RaptorTurretBarrel (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Pawn >> XMPVehicleBarrel >> RaptorTurretBarrel
Package: 
Vehicles
Direct subclass:
SRaptorTurretBarrel

null

Properties[edit]

BarrelEnd[edit]

Type: Object.Vector


FlashRotation[edit]

Type: Object.Rotator


Muzzledamage[edit]

Type: ParticleGenerator


Muzzleflash[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
AlternateSkins[0] Shader'VehiclesT.Raptor.RaptorFX_TD_01_RED'
AlternateSkins[1] Shader'VehiclesT.Raptor.RaptorFX_TD_01_BLUE'
BarrelOffset
Member Value
Z 36.5
BaseEyeHeight 0.0
bRapidFire True
bUsable True
Crosshair "Crosshair_Pistol"
DriverViewMesh StaticMesh'VehiclesM.Raptor.RaptorGunCam_TD_001'
FireOffset
Member Value
X 42.0
Y 9.0
Z -34.0
FireTime 0.1
FiringOffset
Member Value
X 150.0
MomentumTransfer 2000.0
MyDamageType Class'U2.RaptorMGDamage'
ShakeMag 0.2
ShakeTime 0.25
StaticMesh StaticMesh'VehiclesM.Raptor.RaptorTurret_TD_001'
TraceSpread 3.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: XMPVehicleBarrel.Destroyed


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: XMPVehicleBarrel.PostNetBeginPlay


Other instance functions[edit]

GetProjSpeed[edit]

function float GetProjSpeed (bool bAlt)

Overrides: XMPVehicleBarrel.GetProjSpeed


OnUse[edit]

function OnUse (Actor User)

Overrides: Actor.OnUse


PlayFiring[edit]

simulated function PlayFiring (optional float Rate, optional name FiringMode)

Overrides: XMPVehicleBarrel.PlayFiring