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UE3:UTVWeap_CicadaTurret (UDK)

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Revision as of 07:04, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 9))

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UDK Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaTurret
Package: 
UTGameContent
This class in other games:
UT3


Properties[edit]

IgnoredMissile[edit]

Type: Projectile


Incoming[edit]

Type: Projectile


Missiles[edit]

Type: array<Projectile>

array of all missiles known to be targeting us

WatchedMissile[edit]

Type: Projectile


Default values[edit]

Property Value
bFastRepeater True
bInstantHit True
DefaultImpactEffect
Member Value
ParticleTemplate ParticleSystem'VH_Cicada.Effects.P_VH_Cicada_2ndPrim_impact'
Sound SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
FireInterval[0] 0.2
FireInterval[1] 1.5
FireTriggerTags[0] 'TurretWeapon00'
FireTriggerTags[1] 'TurretWeapon01'
FireTriggerTags[2] 'TurretWeapon02'
FireTriggerTags[3] 'TurretWeapon03'
InstantHitDamage[0] 25.0
InstantHitDamageTypes[0] Class'UTGameContent.UTDmgType_CicadaLaser'
InstantHitDamageTypes[1] None
InstantHitMomentum[0] 20000.0
ItemName "Cicada Gunner"
VehicleClass Class'UTGameContent.UTVehicle_Cicada_Content'
WeaponFireSnd[0] SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TurretFire'
WeaponFireSnd[1] SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TurretAltFire'
WeaponFireTypes[1] EWFT_Projectile
WeaponFireWaveForm ForceFeedbackWaveform'UTGameContent.Default__UTVWeap_CicadaTurret:ForceFeedbackWaveformShooting1'
WeaponProjectiles[1] Class'UTGameContent.UTDecoy'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

Property Value
ReplacementPrimitive None

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

Property Value
ReplacementPrimitive None

Instance functions[edit]

AddMissile[edit]

simulated function AddMissile (Projectile P)


GetAdjustedAim[edit]

simulated function Object.Rotator GetAdjustedAim (Object.Vector StartFireLoc)

Overrides: UTVehicleWeapon.GetAdjustedAim

GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.

IncomingMissile[edit]

simulated function IncomingMissile (Projectile P)


ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.