UE3:UTVWeap GoliathTurret (UT3): Difference between revisions
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| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
| 2. | | 2.5 | ||
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| {{tl|FireInterval||Weapon}}[1] | | {{tl|FireInterval||Weapon}}[1] | ||
| 2. | | 2.5 | ||
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| {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | | {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | ||
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| {{tl|ItemName||Inventory}} | | {{tl|ItemName||Inventory}} | ||
| "Goliath" | | "Goliath" | ||
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| {{tl|Spread||Weapon}}[0] | |||
| 0.015 | |||
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| {{tl|Spread||Weapon}}[1] | |||
| 0.015 | |||
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| {{tl|VehicleClass||UTVehicleWeapon}} | | {{tl|VehicleClass||UTVehicleWeapon}} |
Latest revision as of 07:40, 23 May 2008
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Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_GoliathTurret |
- Package:
- UTGameContent
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.
Default values
Property | Value |
---|---|
bRecommendSplashDamage | True |
bZoomedFireMode[1] | 1 |
FireCameraAnim[0] | CameraAnim'VH_Goliath.PrimaryFireViewShake' |
FireInterval[0] | 2.5 |
FireInterval[1] | 2.5 |
FireTriggerTags[0] | 'GoliathTurret' |
ItemName | "Goliath" |
Spread[0] | 0.015 |
Spread[1] | 0.015 |
VehicleClass | Class'UTGameContent.UTVehicle_Goliath_Content' |
WeaponFireSnd[0] | SoundCue'A_Vehicle_Goliath.SoundCues.A_Vehicle_Goliath_Fire' |
WeaponFireTypes[0] | EWFT_Projectile |
WeaponFireTypes[1] | EWFT_None |
WeaponProjectiles[0] | Class'UTGameContent.UTProj_TankShell' |
ZoomedRate | 60.0 |
ZoomedTargetFOV | 40.0 |
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
ProjectileFire
simulated function Projectile ProjectileFire ()
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.