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ONSStationaryWeaponPawn

UT2004 :: Actor >> Pawn >> Vehicle >> ONSWeaponPawn >> ONSStationaryWeaponPawn

Summary

ONSStationaryWeaponPawn is the base placeable actor for Onslaught Turrets.

Upon release the only subclass is ONSManualGunPawn.

Properties

Main

bool bPowered
float RespawnTime
DestructionEffectClass

Functions

simulated function PostBeginPlay()
Sets Some Drawing Properties : Calls Superclass PostBeginPlay() :
function CheckSuperBerserk()
Applies Fire Rate Adjustment :
simulated function bool IndependentVehicle()
TRUE! :
function bool TryToDrive(Pawn P)
Calls Vehicle.TryToDrive() if turret is powered :
function SetTeamNum(Byte T)
simulated event TeamChanged()
Resets Turret Health To Full : Calls Super.TeamChanged() :
event VehicleLocked( Pawn P )
function AltFire(optional float F)
(Zoom)
function ClientVehicleCeaseFire(bool bWasAltFire)
simulated function ClientKDriverLeave(PlayerController PC)
function Reset()
Empty
function Died( Controller Killer, class <DamageType> damageType, vector HitLocation)
Performs Some checks for possed/unpossed removal from vehicles : Ensures hud cleanup : Tells the server how to assign points : GotoState('Dead') :
simulated event ClientTrigger()
simulated function PostNetReceive()
Empty :
simulated function UpdatePrecacheMaterials()
Add Any New GFX IN HERE!!! : Super.UpdatePrecacheMaterials() :

States

State 'Dead'

function BeginState()
Removes Collision Detection : spawns destruction effect : SetTimer(RespawnTime) :
function SetTeamNum( Byte T )
GotoState() : Sets The Team (DUH) :
function Timer()
GotoState() :
function EndState()
Resets Properties { bHidden, Gun.BHidden, Collisions } To Defaults : Resets Health : Stops The Timer : If( bAutoTurret == True ) Spawns the AutoTurretControllerClass and Has it possess self :

Default Properties

defaultproperties

{

     RespawnTime=30.000000
     DestructionEffectClass=Onslaught.ONSVehicleExplosionEffect
     bHasOwnHealth=True
     bHasAltFire=False
     bDefensive=True
     bTeamLocked=True
     bDesiredBehindView=False
     AutoTurretControllerClass=Onslaught.ONSTurretController
     ExitPositions(0)= (X=-150.000000,Z=50.000000)
     ExitPositions(1)= (X=-100.000000,Y=150.000000,Z=50.000000)
     ExitPositions(2)= (X=-100.000000,Y=-150.000000,Z=50.000000)
     ExitPositions(3)= (X=-50.000000,Y=150.000000,Z=50.000000)
     ExitPositions(4)= (X=-50.000000,Y=-150.000000,Z=50.000000)
     VehiclePositionString="manning a turret"
     VehicleNameString="Energy Turret"
     TeamBeaconTexture=ONSInterface-TX.HealthBar
     NoEntryTexture=HUDContent.Generic.NoEntry
     TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
     DrawType=DT_Mesh
     bHidden=True
     bStasis=False
     bCollideActors=True
     bBlockActors=True
     bProjTarget=True
     bBlockZeroExtentTraces=True
     bBlockNonZeroExtentTraces=True
     bBlockKarma=True
     bNetNotify=False

}

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