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OnslaughtFull.ONSHoverTank_IonPlasma_Weapon

Extends
ONSHoverTankCannon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Onslaught.ONSWeapon
      |   
      +-- Onslaught.ONSHoverTankCannon
         |   
         +-- OnslaughtFull.ONSHoverTank_IonPlasma_Weapon

Variables Summary
FX_IonPlasmaTank_AimLaserAimLaser
intBeamCount
boolbFireMode
boolbHoldingFire
soundChargingSound
floatMaxHoldTime
intOldBeamCount
floatShockMomentum
floatShockRadius
soundShockSound
floatStartHoldTime
ONSHoverTank_IonPlasma_Weapon
class<FX_Turret_IonCannon_BeamFire>BeamEffectClass
Inherited Variables from Onslaught.ONSHoverTankCannon
OldDir, OldRot
Inherited Variables from Onslaught.ONSWeapon
AIInfo[2], AimLockReleaseTime, AimTraceRange, AltFireForce, AltFireInterval, AltFireProjectileClass, AltFireSoundClass, AltFireSoundRadius, AltFireSoundVolume, AmbientEffectEmitter, AmbientEffectEmitterClass, AmbientSoundScaling, bActive, bAimable, bAmbientAltFireSound, bAmbientFireSound, bCallInstigatorPostRender, bCorrectAim, bDoOffsetTrace, bDualIndependantTargeting, bForceCenterAim, bInheritVelocity, bInstantFire, bInstantRotation, bIsAltFire, bIsRepeatingFF, BlueSkin, bReflective, bShowAimCrosshair, bShowChargingBar, CurrentAim, CurrentHitLocation, DamageMax, DamageMin, DamageType, DebugInfo, DualFireOffset, EffectEmitter, EffectEmitterClass, FireCountdown, FireForce, FireInterval, FireIntervalAimLock, FireSoundClass, FireSoundPitch, FireSoundRadius, FireSoundVolume, FlashCount, FlashEmitter, FlashEmitterClass, GunnerAttachmentBone, HitCount, LastHitLocation, LastRotation, Momentum, OldFlashCount, OldHitCount, PitchBone, PitchDownLimit, PitchUpLimit, ProjectileClass, Projectiles, RedSkin, RotateSound, RotateSoundThreshold, RotationsPerSecond, SavedFireProperties[2], ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, Spread, Team, TraceRange, WeaponFireAttachmentBone, WeaponFireLocation, WeaponFireOffset, WeaponFireRotation, WeaponOffset, YawBone, YawConstraintDelta, YawEndConstraint, YawStartConstraint

Structures Summary
Inherited Structures from Onslaught.ONSWeapon
ONSWeaponAIInfo

Functions Summary
function AltFire (Controller C)
ProjectileFireMode
eventbool AttemptFire (Controller C, bool bAltFire)
function CeaseFire (Controller C)
ProjectileFireMode
functionfloat ChargeBar ()
function ClientStartFire (Controller C, bool bAltFire)
ProjectileFireMode
function ClientStopFire (Controller C, bool bWasAltFire)
ProjectileFireMode
function Destroyed ()
function Fire (Controller C)
ProjectileFireMode
event FlashMuzzleFlash ()
functionbool IsAltFire ()
function KillLaserBeam ()
function PlayChargeUp ()
function PlayFiring ()
function PlayRelease ()
function ShakeView ()
function SpawnBeamEffect (Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
function SpawnLaserBeam ()
function Timer ()
ProjectileFireMode
function UpdateLaserBeamLocation (out vector Start, out vector HitLocation)
Inherited Functions from Onslaught.ONSHoverTankCannon
BestMode, PostBeginPlay, StaticPrecache, Tick, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes
Inherited Functions from Onslaught.ONSWeapon
AdjustAim, AltFire, AttemptFire, BestMode, CalcWeaponFire, CanAttack, CeaseFire, ChargeBar, ClientPlayForceFeedback, ClientSpawnHitEffects, ClientStartFire, ClientStopFire, Destroyed, DestroyEffects, DisplayDebug, DoCombo, Fire, FlashMuzzleFlash, InitEffects, LimitPitch, MaxRange, OwnerEffects, PostBeginPlay, PostNetBeginPlay, SetFireRateModifier, SetGRI, SetTeam, ShakeView, SimulateTraceFire, SpawnBeamEffect, SpawnHitEffects, SpawnProjectile, StaticPrecache, StopForceFeedback, TraceFire, WeaponCeaseFire

States Summary
ProjectileFireMode Source code
state ProjectileFireMode
AltFire, CeaseFire, ClientStartFire, ClientStopFire, Fire, Timer


Variables Detail

AimLaser Source code

var FX_IonPlasmaTank_AimLaser AimLaser;

BeamCount Source code

var int BeamCount;

bFireMode Source code

var bool bFireMode;

bHoldingFire Source code

var bool bHoldingFire;

ChargingSound Source code

var sound ChargingSound;

MaxHoldTime Source code

var float MaxHoldTime;

OldBeamCount Source code

var int OldBeamCount;

ShockMomentum Source code

var float ShockMomentum;

ShockRadius Source code

var float ShockRadius;

ShockSound Source code

var sound ShockSound;

StartHoldTime Source code

var float StartHoldTime;

ONSHoverTank_IonPlasma_Weapon

BeamEffectClass Source code

var(ONSHoverTank_IonPlasma_Weapon) class<FX_Turret_IonCannon_BeamFire> BeamEffectClass;


Functions Detail

AltFire ProjectileFireMode Source code

function AltFire ( Controller C )

AttemptFire Source code

event bool AttemptFire ( Controller C, bool bAltFire )

CeaseFire ProjectileFireMode Source code

function CeaseFire ( Controller C )

ChargeBar Source code

simulated function float ChargeBar ( )

ClientStartFire ProjectileFireMode Source code

simulated function ClientStartFire ( Controller C, bool bAltFire )

ClientStopFire ProjectileFireMode Source code

simulated function ClientStopFire ( Controller C, bool bWasAltFire )

Destroyed Source code

simulated function Destroyed ( )

Fire ProjectileFireMode Source code

function Fire ( Controller C )

FlashMuzzleFlash Source code

simulated event FlashMuzzleFlash ( )

IsAltFire Source code

simulated function bool IsAltFire ( )

KillLaserBeam Source code

function KillLaserBeam ( )

PlayChargeUp Source code

function PlayChargeUp ( )

PlayFiring Source code

function PlayFiring ( )

PlayRelease Source code

function PlayRelease ( )

ShakeView Source code

simulated function ShakeView ( )

SpawnBeamEffect Source code

function SpawnBeamEffect ( Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum )

SpawnLaserBeam Source code

function SpawnLaserBeam ( )

Timer ProjectileFireMode Source code

simulated function Timer ( )

UpdateLaserBeamLocation Source code

simulated function UpdateLaserBeamLocation ( out vector Start, out vector HitLocation )


Defaultproperties

defaultproperties
{
     BeamEffectClass=Class'OnslaughtFull.ONSHoverTank_IonPlasma_BeamFire'
     MaxHoldTime=2.000000
     ShockMomentum=750.000000
     ShockRadius=1792.000000
     ChargingSound=Sound'AssaultSounds.AssaultRifle.IonPowerUp'
     ShockSound=Sound'ONSVehicleSounds-S.AVRiL.AvrilFire01'
     RedSkin=None
     BlueSkin=None
     FireInterval=1.500000
     AltFireInterval=1.500000
     EffectEmitterClass=None
     FireSoundClass=Sound'WeaponSounds.BaseImpactAndExplosions.BExplosion5'
     DamageMin=0
     DamageMax=0
     TraceRange=20000.000000
     ProjectileClass=None
     AIInfo(0)=(WarnTargetPct=0.990000,RefireRate=0.990000)
     Mesh=SkeletalMesh'AS_VehiclesFull_M.IonTankTurretSimple'
     SoundPitch=112
     SoundRadius=512.000000
}

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Creation time: Mo 16.4.2007 11:20:26.218 - Created with UnCodeX