UE2:XMPVehicleBarrel (U2)

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U2 Object >> Actor >> Pawn >> XMPVehicleBarrel
Package:
Engine
Direct subclasses:
BaseGiantTurretBarrel, HarbingerTurretBarrel, CarnivalTurretBarrel, GardenTurretBarrel, HarbingerBubbleTurretBarrel, JuggernautFrontTurretBarrel, JuggernautTurretBarrelBase, LowlandsGiantTurretBarrel, LowlandsMediumWingedTurretBarrel, LowlandsRoundhouseTurretBarrel, RaptorTurretBarrel

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Properties

Property group 'XMPVehicleBarrel'

BarrelBone

Type: name


Default value: 'Turret1'

BloodEffect

Type: class<Actor>


DirtEffect

Type: class<Actor>


SparkEffect

Type: class<Actor>


TargetableTypes

Type: array<name>

Types of classes we can target (for crosshair glows).

Internal variables

See XMPVehicleBarrel internal variables.

Default values

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy

simulated event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


postnetreceive

simulated event postnetreceive ()

Overrides: Actor.PostNetReceive


TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage


ThirdPersonEffects

simulated event ThirdPersonEffects ()


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

See XMPVehicleBarrel instance functions.

States

Firing

Modifiers: simulated

Ignores: Fire

Firing.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Firing.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


Idle

Modifiers: simulated