Cogito, ergo sum
UE3:UTVWeap_CicadaTurret (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 07:40, 23 May 2008 by (Talk)
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
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 | ||||||
WeaponProjectiles[1] | Class'UTGameContent.UTDecoy' |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
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.