UE1:TeamCannon (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:10, 17 May 2008 by Wormbo (talk | contribs) (Auto-generated page)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
UT Object >> Actor >> Pawn >> StationaryPawn >> TeamCannon
Package:
BotPack
Direct subclass:
MinigunCannon

TeamCannon.

Properties

Property group 'TeamCannon'

ActivateSound

Type: Sound


Default value: Sound'UnrealI.Cannon.CannonActivate'

bLeadTarget

Type: bool


DeActivateSound

Type: Sound


FireSound

Type: Sound


Default value: Sound'UnrealI.Cannon.CannonShot'

MyTeam

Type: int


PostKillMessage

Type: string

Modifiers: localized


Default value: "was killed by an automatic cannon!"

PreKillMessage

Type: string

Modifiers: localized


ProjectileType

Type: class<Projectile>


Default value: Class'BotPack.CannonShot'

Internal variables

bShoot

Type: bool


Drop

Type: float

How far down to drop spawning of projectile

Default value: 60.0

GunBase

Type: Actor


SampleTime

Type: float

How often we sample Instigator's location

Default value: 0.33

StartingRotation

Type: Object.Rotator


TrackingRate

Type: int

How fast Cannon tracks Instigator

Default value: 25000

Default values

Property Value
AnimSequence 'Activate'
CollisionRadius 28.0
FovAngle 90.0
Health 220
MenuName "automatic cannon!"
Mesh LodMesh'Botpack.cdgunmainM'
NameArticle "an "
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Yaw 25000
SightRadius 3000.0

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


TakeDamage

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

ActivateComplete

function ActivateComplete ()


KillMessage

function string KillMessage (name damageType, Pawn Other)

Overrides: Pawn.KillMessage


PickAnim

function name PickAnim ()


PlayActivate

function PlayActivate ()


PlayDeactivate

function PlayDeactivate ()


SameTeamAs

function bool SameTeamAs (int TeamNum)

Overrides: StationaryPawn.SameTeamAs


SetTeam

function SetTeam (int TeamNum)

Overrides: StationaryPawn.SetTeam


Shoot

function Shoot ()


SpawnBase

simulated function SpawnBase ()


StartDeactivate

function StartDeactivate ()


States

ActiveCannon

Ignores: SeePlayer

ActiveCannon.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


ActiveCannon.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


ActiveCannon.Timer

event Timer ()

Overrides: Actor.Timer (global)


ActiveCannon.Killed

function Killed (Pawn Killer, Pawn Other, name damageType)

Overrides: Pawn.Killed (global)


DamagedState

Ignores: EnemyNotVisible, SeePlayer, TakeDamage

DeActivated

Ignores: EnemyNotVisible, SeePlayer, TakeDamage

GameEnded

Inherits from: Pawn.GameEnded

Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange

GameEnded.BeginState

event BeginState ()

Overrides: Pawn.GameEnded.BeginState


Idle

Modifiers: auto

Ignores: EnemyNotVisible

Idle.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Idle.SeePlayer

event SeePlayer (Actor SeenPlayer)

Overrides: Pawn.SeePlayer (global)


TrackWarhead

Ignores: EnemyNotVisible, SeePlayer

TrackWarhead.Timer

event Timer ()

Overrides: Actor.Timer (global)


TrackWarhead.FindEnemy

function FindEnemy ()