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UE3:UTVWeap_CicadaTurret (UDK)

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


Properties

IgnoredMissile

Type: Projectile


Incoming

Type: Projectile


Missiles

Type: array<Projectile>

array of all missiles known to be targeting us

WatchedMissile

Type: Projectile


Default values

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

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

Property Value
ReplacementPrimitive None

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

Property Value
ReplacementPrimitive None

Instance functions

AddMissile

simulated function AddMissile (Projectile P)


GetAdjustedAim

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

simulated function IncomingMissile (Projectile P)


ProjectileFire

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

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