My program doesn't have bugs. It just develops random features.
UE2:TurretProxy (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Vehicles
- Direct subclass:
- RoundhouseTurretProxy
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TurretProxy.uc $Author$ $Date$ $Revision$
Properties[edit]
Property group 'TurretProxy'[edit]
MyProxyBall[edit]
Type: TurretProxyBall
RespawnDelay[edit]
Type: float
Default value: 60.0
TeamNumber[edit]
Type: int
TurretCost[edit]
Type: int
TurretDamageScale[edit]
Type: float
Default value: 2.0
Internal variables[edit]
bHaveSpawnedEffect[edit]
Type: bool
HasProxyBall[edit]
Type: bool
Default value: True
MyTurretDead[edit]
Type: bool
ProxyBallClass[edit]
Type: class<TurretProxyBall>
Default value: Class'Vehicles.TurretProxyBall'
SinceLastChecked[edit]
Type: float
SpawnEffect[edit]
Default value: Class'Vehicles.VehicleSpawnEffect'
Default values[edit]
Property | Value |
---|---|
AlternateSkins[0] | Shader'Arch_TurretsT.TurretControl.TurretControlFX_TD_01_Red' |
AlternateSkins[1] | Shader'Arch_TurretsT.TurretControl.TurretControlFX_TD_01_Blue' |
bBlockKarma | True |
bBlockPlayers | True |
bUsable | False |
StaticMesh | StaticMesh'Arch_TurretsM.TurretControl.TurretControl_Arm_TD_01' |
Functions[edit]
Events[edit]
Destroyed[edit]
event Destroyed ()
Overrides: UseProxy.Destroyed
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
TakeDamage[edit]
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Actor.TakeDamage
Tick[edit]
event Tick (float Delta)
Overrides: Actor.Tick
Other instance functions[edit]
OnUse[edit]
function OnUse (Actor Other)
Overrides: UseProxy.OnUse