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Deployables.AutoTurret

Extends
Turret
Modifiers
placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.function
      |   
      +-- U2.StationaryPawn
         |   
         +-- Deployables.DeployedUnit
            |   
            +-- Deployables.ProximitySensor
               |   
               +-- Deployables.Turret
                  |   
                  +-- Deployables.AutoTurret

Variables Summary
byteClientFireCount
byteFireCount
ParticleGeneratorMuzzleflashA1
ParticleGeneratorMuzzleflashA2
ParticleGeneratorMuzzleflashB1
ParticleGeneratorMuzzleflashB2
Inherited Variables from Deployables.Turret
AimingRotation, AimingVector, BoneElevatorEnd, BoneLeftBarrelEnd, BonePitch, BoneRightBarrelEnd, BoneYaw, bSplashDamage, ClientAimingVector, MyWeapon, TurretMoveSound, ViewOffset, WeaponType
Inherited Variables from Deployables.ProximitySensor
ActionRate, ActionSound, ActiveAlertSound, bAmbientActionSound, TimeToTrack, TrackingRangeMultiplier, TrackingSound

Functions Summary
function Destroyed ()
function FiredWeapon ()
functionint GetConsumerClassIndex ()
function PostBeginPlay ()
event PostNetReceive ()
function SetupAttachments ()
function UpdateAttachments ()
Inherited Functions from Deployables.Turret
ApplyAimingRotation, BeginState, EndState, FiredWeapon, GetAimingRotation, GetViewLocation, Initialize, PostNetReceive, RegisterConsumer, SetAimingRotation, SetAnimAction, SetPitch, SetTeam, SetYaw, ShutDownDeployedUnit, TakeDamage, UnRegisterConsumer
Inherited Functions from Deployables.ProximitySensor
NotifyDeployed, SetEnabled


Variables Detail

ClientFireCount Source code

var byte ClientFireCount;

FireCount Source code

var byte FireCount;

MuzzleflashA1 Source code

var ParticleGenerator MuzzleflashA1;

MuzzleflashA2 Source code

var ParticleGenerator MuzzleflashA2;

MuzzleflashB1 Source code

var ParticleGenerator MuzzleflashB1;

MuzzleflashB2 Source code

var ParticleGenerator MuzzleflashB2;


Functions Detail

Destroyed Source code

simulated function Destroyed ( )

FiredWeapon Source code

function FiredWeapon ( )

GetConsumerClassIndex Source code

function int GetConsumerClassIndex ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetReceive Source code

simulated event PostNetReceive ( )

SetupAttachments Source code

simulated function SetupAttachments ( )

UpdateAttachments Source code

simulated function UpdateAttachments ( )


Defaultproperties

defaultproperties
{
    WeaponType=Class'Deployables.WeaponAutoTurret'
    ViewOffset=(Z=15.000000)
    ActionRate=0.100000
    TrackingSound=Sound'U2XMPA.AutoTurret.AutoTurretTracking'
    ActionSound=Sound'U2XMPA.AutoTurret.AutoTurretFire'
    ActiveAlertSound=Sound'U2XMPA.AutoTurret.AutoTurretAlert'
    ExplosionClass=Class'Deployables.TurretExplosion'
    ShutdownSound=Sound'U2XMPA.AutoTurret.AutoTurretShutdown'
    DeploySound=Sound'U2XMPA.AutoTurret.AutoTurretActivate'
    DisabledSound=Sound'U2XMPA.AutoTurret.AutoTurretDisabled'
    EnabledSound=Sound'U2XMPA.AutoTurret.AutoTurretEnabled'
    AmbientNoiseSound=Sound'U2XMPA.AutoTurret.AutoTurretAmbient'
    Description="Auto Turret"
     CarcassMesh(0)=StaticMesh'Arch_TurretsM.Small.Deployable_Disabled_TD_01'
    InventoryType=Class'Deployables.AutoTurretDeployable'
    PickupMessage="You picked up a Auto Turret."
    EnergyCostPerSec=0.001800
    Health=350
    DrawType=DT_Mesh
    RemoteRole=ROLE_SimulatedProxy
    Mesh=SkeletalMesh'Weapons3rdPK.Turret_Cannon'
    DrawScale=0.750000
     AlternateSkins(0)=Shader'Arch_TurretsT.Small.metl_DeployableTurret_001_Red'
     AlternateSkins(1)=Shader'Arch_TurretsT.Small.metl_deployableturret_001_blue'
    CollisionRadius=40.000000
    CollisionHeight=50.000000
}

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Creation time: Tue 27/4/2010 03:12:33.416 - Created with UnCodeX