Cogito, ergo sum
UE3:UTVWeap_CicadaTurret (UT3)
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Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaTurret |
- Package:
- UTGameContent
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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 |
|
||||||
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 | ||||||
WeaponProjectiles[1] | Class'UTGameContent.UTDecoy' |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
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.