UE2:ONSWeaponPawn (UT2004)
- Package:
- Onslaught
- Direct subclasses:
- ONSArtillerySideGunPawn, ONSDualACGatlingGunPawn, ONSMASSideGunPawn, ONSPRVRearGunPawn, ONSPRVSideGunPawn, ONSStationaryWeaponPawn, ONSTankSecondaryTurretPawn
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Dummy vehicle for vehicle passenger guns and stationary turrets, i.e. any kind of Onslaught vehicle that can't move on its own.
Constants
FilterFrames
Value: 5
Properties
Property group 'ONSWeaponPawn'
AltFireImpulse
Type: Object.Vector
CameraBone
Type: name
DestroyEffectClass
FireImpulse
Type: Object.Vector
GunnerPos
Type: Object.Vector
GunnerRot
Type: Object.Rotator
Internal variables
bCustomAiming
Type: bool
If true, the weapon aiming will be controlled by setting CustomAim.
bHasAltFire
Type: bool
Whether the weapon has an alt-fire mode. Otherwise alt-fire just zooms.
Default value: True
bHasAltFireImpulse
Type: bool
bHasFireImpulse
Type: bool
bHasOwnHealth
Type: bool
If false, damage to this pawn is done to Driver instead.
bHistoryWarmup
Type: bool
Default value: True
CameraHistory
Type: Object.Vector
Array size: 5 (FilterFrames
)
CrosshairColor
Type: Object.Color
Modifiers: config
Default value:
Member | Value |
---|---|
A | 255 |
B | 0 |
G | 255 |
R | 0 |
CrosshairTexture
Type: Texture
Modifiers: config
Default value: Texture'ONSInterface-TX.tankBarrelAligned'
CrosshairX
Type: float
Modifiers: config
Default value: 32.0
CrosshairY
Type: float
Modifiers: config
Default value: 32.0
CustomAim
Type: Object.Rotator
Custom aim direction if bCustomAiming is True.
DebugInfo
Type: string
Gun
Type: ONSWeapon
The current instance of this gunner position's weapon.
GunClass
The type of weapon available in this gunner position.
NextHistorySlot
Type: int
PitchAccel
Type: float
VehicleBase
Type: ONSVehicle
The vehicle this gun belongs to, if any.
YawAccel
Type: float
Default values
Property | Value |
---|---|
bAcceptsProjectors | False |
bBlockActors | False |
bBlockNonZeroExtentTraces | False |
bBlockZeroExtentTraces | False |
bCollideActors | False |
bCollideWorld | False |
bCrawler | True |
bDrawDriverInTP | True |
bDrawMeshInFP | True |
bDrawVehicleShadow | False |
bFollowLookDir | True |
bIgnoreEncroachers | True |
bIgnoreForces | True |
bNetInitialRotation | True |
bNetNotify | True |
bPCRelativeFPRotation | False |
bProjTarget | False |
bSetPCRotOnPossess | False |
bSpecialCalcView | True |
bSpecialHUD | True |
bStationary | True |
bTurnInPlace | True |
bZeroPCRotOnEntry | False |
DrawType | DT_None |
EntryRadius | 50.0 |
LandMovementState | 'PlayerTurreting' |
NetPriority | 0.5 |
Functions
Static functions
StaticPrecache
Overrides: Vehicle.StaticPrecache
Events
ApplyFireImpulse
BaseChange
Overrides: Pawn.BaseChange
BeginPlay
Overrides: Actor.BeginPlay
Destroyed
Overrides: Vehicle.Destroyed
EncroachedBy
Overrides: Vehicle.EncroachedBy
KDriverLeave
Overrides: Vehicle.KDriverLeave
PostNetBeginPlay
Overrides: Pawn.PostNetBeginPlay
PostNetReceive
Overrides: Actor.PostNetReceive
TakeDamage
Overrides: Vehicle.TakeDamage
TeamChanged
Overrides: Vehicle.TeamChanged