Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 |
//============================================================================= // ASVehicleFactory_SentinelCeiling // Specific factory for Ceiling Sentinels //============================================================================= class ASVehicleFactory_SentinelCeiling extends ASVehicleFactory; var() bool bSpawnCampProtection; // makes sentinels super strong function VehicleSpawned() { super.VehicleSpawned(); ASVehicle_Sentinel(Child).bSpawnCampProtection = bSpawnCampProtection; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bSpawnCampProtection=Wahr bSpawnBuildEffect=Falsch VehicleLinkHealMult=0.150000 VehicleClass=Class'UT2k4Assault.ASVehicle_Sentinel_Ceiling' DrawType=DT_StaticMesh StaticMesh=StaticMesh'AS_Weapons_SM.Turret.CeilingTurretEditor' DrawScale=0.500000 PrePivot=(Z=-160.000000) AmbientGlow=48 CollisionRadius=0.000000 CollisionHeight=0.000000 bEdShouldSnap=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |