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UE3:UTVWeap_CicadaTurret (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaTurret |
- Package:
- UTGameContent
- This class in other games:
- UT3
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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 |
|
||||||
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.