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UE2:WA_Turret_IonCannon (UT2004)
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Object >> Actor >> InventoryAttachment >> WeaponAttachment >> xWeaponAttachment >> WA_Turret_IonCannon |
- Package:
- UT2k4AssaultFull
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. |
WA_Turret_IonCannon Created by Laurent Delayen (C) 2003 Epic Games
Properties[edit]
BeamSize[edit]
Type: float
CannonPawn[edit]
Type: ASTurret_IonCannon
ChargeBeam[edit]
Type: FX_Turret_IonCannon_ChargeBeam
Array size: 2
ChargeBeamSize[edit]
Type: float
ChargeCount[edit]
Type: byte
LaserBeam[edit]
Type: FX_Turret_IonCannon_LaserBeam
LastFXUpdate[edit]
Type: float
OldChargeCount[edit]
Type: byte
OldReleaseCount[edit]
Type: byte
ReleaseCount[edit]
Type: byte
RightChargeBeamOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
Y | 200.0 |
Default values[edit]
Property | Value |
---|---|
bHidden | True |
bNetNotify | True |
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: xWeaponAttachment.PostNetBeginPlay
PostNetReceive[edit]
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
ThirdPersonEffects[edit]
simulated event ThirdPersonEffects ()
Overrides: xWeaponAttachment.ThirdPersonEffects
Timer[edit]
simulated event Timer ()
Overrides: xWeaponAttachment.Timer
Other instance functions[edit]
PlayCharge[edit]
simulated function PlayCharge ()
PlayFire[edit]
simulated function PlayFire ()
PlayRelease[edit]
simulated function PlayRelease ()
SpawnLaserBeam[edit]
simulated function SpawnLaserBeam ()
StartChargeFX[edit]
simulated function StartChargeFX ()
StopChargeFX[edit]
simulated function StopChargeFX ()
UpdateChargeBeam[edit]
simulated function UpdateChargeBeam ()
UpdateInstigator[edit]
simulated function UpdateInstigator ()
UpdateLaserBeamLocation[edit]
simulated function UpdateLaserBeamLocation (out Object.Vector Start, out Object.Vector HitLocation)
UpdateSingleChargeBeam[edit]
simulated function UpdateSingleChargeBeam (byte n)