UE2:ONSWeaponPawn (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ONSWeaponPawn
Package: 
Onslaught

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

Type: class<Actor>


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

Type: class<ONSWeapon>

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

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


Events

ApplyFireImpulse

event ApplyFireImpulse (bool bAlt)


BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange


BeginPlay

event BeginPlay ()

Overrides: Actor.BeginPlay


Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Vehicle.EncroachedBy


KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Vehicle.TakeDamage


TeamChanged

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


Other instance functions

See ONSWeaponPawn instance functions.