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}
