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UE3:UTVehicle_ShieldedTurret (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_TrackTurretBase >> UTVehicle_ShieldedTurret
Package: 
UTGameContent
Direct subclasses:
UTVehicle_ShieldedTurret_Rocket, UTVehicle_ShieldedTurret_Shock, UTVehicle_ShieldedTurret_Stinger

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
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
Member Value
X 0.0
Y 0.0
Z 25.0
HudCoords
Member Value
U 92.0
UL -92.0
V 249.0
VL 118.0
SpawnMaterialLists[0]
Member Value
Materials
  1. MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Spawn_Red'
SpawnMaterialLists[1]
Member Value
Materials
  1. MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Spawn_Blue'
StayUprightConstraintInstance RB_ConstraintInstance'UTGameContent.Default__UTVehicle_ShieldedTurret:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGameContent.Default__UTVehicle_ShieldedTurret:MyStayUprightSetup'
TargetLocationAdjustment
Member Value
X 0.0
Y 0.0
Z 55.0
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]
Member Value
AnimPlayerName 'TurretPlayer'
AnimRate 1.0
AnimSeqs
  1. 'GetIn'
AnimTag 'EngineStart'
VehicleAnims[1]
Member Value
AnimPlayerName 'TurretPlayer'
AnimRate 1.0
AnimSeqs
  1. 'GetOut'
AnimTag 'EngineStop'
VehicleEffects[0]
Member Value
EffectEndTag 'NoDamageSmoke'
EffectSocket 'DamageSmoke_01'
EffectStartTag 'DamageSmoke'
EffectTemplate ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_TurretSmall'

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
Member Value
X 0.0
Y 0.0
Z 60.0

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
Member Value
X 0.0
Y 0.0
Z -55.0

TurretTwistSound

Class: Engine.AudioComponent

Property Value
SoundCue SoundCue'A_Vehicle_Turret.Cue.A_Turret_Rotate'

Functions

Events

PostInitAnimTree

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

Other instance functions

VehicleWeaponFireEffects

simulated function VehicleWeaponFireEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFireEffects

This function should be subclassed and manage the different effects