UE3:UTVWeap TurretShock (UT3): Difference between revisions
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{{ | Weapon class for the stand-alone shock ball turret, {{cl|UTVehicle_ShieldedTurret_Shock}}. | ||
==Default values== | ==Default values== | ||
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| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
| 0. | | 0.5 | ||
|- | |- | ||
| {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | | {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | ||
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|- | |- | ||
| {{tl|ItemName||Inventory}} | | {{tl|ItemName||Inventory}} | ||
| " | | "Shock Turret" | ||
|- | |- | ||
| {{tl|VehicleClass||UTVehicleWeapon}} | | {{tl|VehicleClass||UTVehicleWeapon}} | ||
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'''Overrides:''' {{tl|ProjectileFire|UTVehicleWeapon}} | '''Overrides:''' {{tl|ProjectileFire|UTVehicleWeapon}} | ||
Creates the shock ball and makes sure the turret's aiming code ignores it the ball. |
Latest revision as of 06:32, 6 December 2008
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Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_TurretShock |
- Package:
- UTGameContent
Weapon class for the stand-alone shock ball turret, UTVehicle_ShieldedTurret_Shock.
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
bZoomedFireMode[1] | 1 | ||||||
DefaultImpactEffect |
| ||||||
FireInterval[0] | 0.5 | ||||||
FireTriggerTags[0] | 'TurretFireRight' | ||||||
FireTriggerTags[1] | 'TurretFireLeft' | ||||||
ItemName | "Shock Turret" | ||||||
VehicleClass | Class'UTGameContent.UTVehicle_ShieldedTurret_Shock' | ||||||
WeaponFireSnd[0] | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue' | ||||||
WeaponFireTypes[0] | EWFT_Projectile | ||||||
WeaponFireTypes[1] | EWFT_None | ||||||
WeaponProjectiles[0] | Class'UTGameContent.UTProj_TurretShockBall' | ||||||
ZoomedRate | 60.0 | ||||||
ZoomedTargetFOV | 20.0 |
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
Creates the shock ball and makes sure the turret's aiming code ignores it the ball.