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UE2:WeaponTurretMounted (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon >> WeaponTurretMounted
Package: 
U2XMP

$Workfile: weaponTurretMounted.uc $ Created By: Sam Brown Created On: 1/14/00 $Author: Ascheidecker $ $Date: 11/28/02 10:11p $ $Revision: 24 $

Properties[edit]

Property group 'weaponTurretMounted'[edit]

DrawTracerFrequency[edit]

Type: int

Draw a tracer every this number of rounds, if 0 tracer will not be drawn.

FireTimeMax[edit]

Type: float


FireTimeMin[edit]

Type: float

Used for varying FireTime based on difficulty

Internal variables[edit]

bAmbientFireSound[edit]

Type: bool


bLeftBarrel[edit]

Type: bool


Default value: True

FireRotation[edit]

Type: Object.Rotator


FireStartLocation[edit]

Type: Object.Vector


LeftBarrel[edit]

Type: Object.Vector


LeftBarrelRot[edit]

Type: Object.Rotator


RightBarrel[edit]

Type: Object.Vector


RightBarrelRot[edit]

Type: Object.Rotator


TracerCount[edit]

Type: int


TryToHitInstantBaseDistance[edit]

Type: float


Default value: 1024.0

TryToHitInstantBaseOddsMax[edit]

Type: float


Default value: 0.625

TryToHitInstantBaseOddsMin[edit]

Type: float


Default value: 0.125

TryToHitInstantMaxHitDistance[edit]

Type: float


Default value: 9999999.0

TryToHitInstantMinMissDistance[edit]

Type: float


Default value: 256.0

TryToHitProjectileBaseOddsMax[edit]

Type: float


TryToHitProjectileBaseOddsMin[edit]

Type: float


Default values[edit]

Property Value
bDisableTick True

Instance functions[edit]

AuthorityFire[edit]

function AuthorityFire ()

Overrides: U2Weapon.AuthorityFire


ClearTracers[edit]

simulated function ClearTracers ()


ClientTraceImpact[edit]

simulated function ClientTraceImpact (Actor.CheckResult Hit)

Overrides: U2Weapon.ClientTraceImpact


EverywhereFire[edit]

simulated function EverywhereFire ()

Overrides: U2Weapon.EverywhereFire


Fire[edit]

simulated function Fire ()

Overrides: U2Weapon.Fire


GetAltFireAmmoUsed[edit]

simulated function int GetAltFireAmmoUsed ()

Overrides: U2Weapon.GetAltFireAmmoUsed


GetFireAmmoUsed[edit]

simulated function int GetFireAmmoUsed ()

Overrides: U2Weapon.GetFireAmmoUsed


GetFireOffset[edit]

function Object.Vector GetFireOffset ()


GetFireRotation[edit]

function Object.Rotator GetFireRotation ()


GetFireTime[edit]

function float GetFireTime ()


MaybeAdjustTargetLocation[edit]

function MaybeAdjustTargetLocation (Actor TargetActor, float TargetDistance, float SpreadDegrees, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, out Object.Vector TargetLocation)


PlayAnimEx[edit]

simulated function PlayAnimEx (name Sequence)

Overrides: U2Weapon.PlayAnimEx


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: U2Weapon.PlayFiring


ProcessTraceHitEx[edit]

function ProcessTraceHitEx (Object.Vector HitDirection, Actor.CheckResult Hit, float EffectiveDamage)

Overrides: U2Weapon.ProcessTraceHitEx


ProjectileFire[edit]

function Projectile ProjectileFire (class<ProjectileProjClass)

Overrides: U2Weapon.ProjectileFire


SetFireStartLocations[edit]

function SetFireStartLocations ()

Overrides: U2Weapon.SetFireStartLocations


TraceFire[edit]

function TraceFire (float Accuracy)

Overrides: U2Weapon.TraceFire


UpdateTracer[edit]

simulated function UpdateTracer (Actor.CheckResult Hit)


States[edit]

Firing[edit]

Inherits from: U2Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

Firing.BeginState[edit]

simulated event BeginState ()

Overrides: U2Weapon.Firing.BeginState


Firing.EndState[edit]

simulated event EndState ()

Overrides: U2Weapon.Firing.EndState


Idle[edit]

Inherits from: U2Weapon.Idle

Modifiers: simulated