Cogito, ergo sum
UE3:UTVehicle_ShieldedTurret (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_TrackTurretBase >> UTVehicle_ShieldedTurret |
Contents
- Package:
- UTGameContent
- Direct subclasses:
- UTVehicle_ShieldedTurret_Rocket, UTVehicle_ShieldedTurret_Shock, UTVehicle_ShieldedTurret_Stinger
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Once upon a time these turrets actually had shields. Really.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
RecoilLeft
Type: GameSkelCtrl_Recoil
RecoilRight
Type: GameSkelCtrl_Recoil
Default values
Property | Value | ||||||||||
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BurnOutMaterial[0] | MaterialInstanceTimeVarying'VH_Turret.Material.MITV_VH_Turret_Red_BO' | ||||||||||
BurnOutMaterial[1] | MaterialInstanceTimeVarying'VH_Turret.Material.MITV_VH_Turret_Blue_BO' | ||||||||||
CollisionSound | SoundCue'A_Vehicle_Manta.SoundCues.A_Vehicle_Manta_Collide' | ||||||||||
Components[3] | AudioComponent'ACTurretMoveStart' | ||||||||||
Components[4] | AudioComponent'ACTurretMoveLoop' | ||||||||||
Components[5] | AudioComponent'ACTurretMoveStop' | ||||||||||
Components[6] | AudioComponent'TurretTwistSound' | ||||||||||
DrivingAnim | 'Hellbender_Idle_Sitting' | ||||||||||
FlagBone | 'base-piston' | ||||||||||
FlagOffset |
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HudCoords |
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SpawnMaterialLists[0] |
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SpawnMaterialLists[1] |
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StayUprightConstraintInstance | RB_ConstraintInstance'UTGameContent.Default__UTVehicle_ShieldedTurret:MyStayUprightConstraintInstance' | ||||||||||
StayUprightConstraintSetup | RB_StayUprightSetup'UTGameContent.Default__UTVehicle_ShieldedTurret:MyStayUprightSetup' | ||||||||||
TargetLocationAdjustment |
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TeamMaterials[0] | MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Red' | ||||||||||
TeamMaterials[1] | MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Blue' | ||||||||||
TurretMoveLoop | AudioComponent'ACTurretMoveLoop' | ||||||||||
TurretMoveStart | AudioComponent'ACTurretMoveStart' | ||||||||||
TurretMoveStop | AudioComponent'ACTurretMoveStop' | ||||||||||
VehicleAnims[0] |
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VehicleAnims[1] |
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VehicleEffects[0] |
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Subobjects
ACTurretMoveLoop
Class: Engine.AudioComponent
Property | Value |
---|---|
SoundCue | SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackLoop01Cue' |
ACTurretMoveStart
Class: Engine.AudioComponent
Property | Value |
---|---|
SoundCue | SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackStart01Cue' |
ACTurretMoveStop
Class: Engine.AudioComponent
Property | Value |
---|---|
SoundCue | SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackStop01Cue' |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle_TrackTurretBase.CollisionCylinder
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
CollisionHeight | 80.0 | ||||||||
CollisionRadius | 100.0 | ||||||||
Translation |
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MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTVehicle_TrackTurretBase.MyLightEnvironment
No new values.
MyStayUprightConstraintInstance
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicle_TrackTurretBase.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicle_TrackTurretBase.MyStayUprightSetup
No new values.
SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicle_TrackTurretBase.SVehicleMesh
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AnimSets[0] | AnimSet'VH_Turret.Anims.VH_TurretSmall_Anims' | ||||||||
AnimTreeTemplate | AnimTree'VH_Turret.Anims.AT_VH_TurretSmall' | ||||||||
bHasPhysicsAssetInstance | True | ||||||||
bUseSingleBodyPhysics | 0 | ||||||||
PhysicsAsset | PhysicsAsset'VH_Turret.Mesh.SK_VH_TurretSmall_Physics' | ||||||||
Scale | 3.5 | ||||||||
SkeletalMesh | SkeletalMesh'VH_Turret.Mesh.SK_VH_TurretSmall' | ||||||||
Translation |
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TurretTwistSound
Class: Engine.AudioComponent
Property | Value |
---|---|
SoundCue | SoundCue'A_Vehicle_Turret.Cue.A_Turret_Rotate' |
Functions
Events
PostInitAnimTree
Overrides: SVehicle.PostInitAnimTree
Store pointer to each wheel's SkelControlWheel.
Other instance functions
VehicleWeaponFireEffects
Overrides: UTVehicle.VehicleWeaponFireEffects
This function should be subclassed and manage the different effects