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Botpack.TeamCannon

Extends
StationaryPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Botpack.StationaryPawn
         |   
         +-- Botpack.TeamCannon

Direct Known Subclasses:

MinigunCannon

Variables Summary
boolbShoot
floatDrop
ActorGunBase
floatSampleTime
rotatorStartingRotation
intTrackingRate
TeamCannon
soundActivateSound
boolbLeadTarget
soundDeActivateSound
soundFireSound
intMyTeam
stringPostKillMessage
stringPreKillMessage
Class<Projectile>ProjectileType
Inherited Variables from Engine.Pawn
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAdvancedTactics, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bViewTarget, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SelectionMesh, Shadow, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialMesh, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence

Functions Summary
function ActivateComplete ()
function BeginState ()))
ActiveCannon
function BeginState ()))
GameEnded
function BeginState ()))
Idle
function Destroyed ()))
function EnemyNotVisible ()))
ActiveCannon
function FindEnemy ()))
TrackWarhead
function Killed (pawn Killer, pawn Other, name damageType))
ActiveCannon
functionstring KillMessage (name damageType, pawn Other ))
functionName PickAnim ()))
function PlayActivate ()))
function PlayDeactivate ()))
function PostBeginPlay ()))
functionbool SameTeamAs (int TeamNum))
function SeePlayer (Actor SeenPlayer))
Idle
function SetTeam (int TeamNum))
function Shoot ()))
function SpawnBase ()))
function StartDeactivate ()))
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function Tick (float DeltaTime))
function Timer ()))
ActiveCannon
function Timer ()))
TrackWarhead
function Trigger (actor Other, pawn EventInstigator ))
Inherited Functions from Botpack.StationaryPawn
AddVelocity, SameTeamAs, SetTeam
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, AlterDestination, BaseChange, BecomeViewTarget, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckValidSkinPackage, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientPutDown, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, PreSetMovement, ReceiveLocalizedMessage, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendGlobalMessage, SendTeamMessage, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMesh, SetMovementPhysics, SetMultiSkin, SetSkinElement, ShakeView, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TakeFallingDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, UpdateTactics, WaitForLanding, WalkTexture, WarnTarget

States Summary
ActiveCannon Source code
state ActiveCannon
BeginState, EnemyNotVisible, Killed, Timer
DamagedState Source code
state DamagedState
DeActivated Source code
state DeActivated
GameEnded Source code
state GameEnded
BeginState
Idle Source code
auto state Idle
BeginState, SeePlayer
TrackWarhead Source code
state TrackWarhead
FindEnemy, Timer


Variables Detail

bShoot Source code

var bool bShoot;

Drop Source code

var float Drop;

GunBase Source code

var Actor GunBase;

SampleTime Source code

var float SampleTime;

StartingRotation Source code

var rotator StartingRotation;

TrackingRate Source code

var int TrackingRate;

TeamCannon

ActivateSound Source code

var(TeamCannon) sound ActivateSound;

bLeadTarget Source code

var(TeamCannon) bool bLeadTarget;

DeActivateSound Source code

var(TeamCannon) sound DeActivateSound;

FireSound Source code

var(TeamCannon) sound FireSound;

MyTeam Source code

var(TeamCannon) int MyTeam;

PostKillMessage Source code

var(TeamCannon) localized string PostKillMessage;

PreKillMessage Source code

var(TeamCannon) localized string PreKillMessage;

ProjectileType Source code

var(TeamCannon) Class<Projectile> ProjectileType;


Functions Detail

ActivateComplete Source code

function ActivateComplete ( )

BeginState ActiveCannon Source code

function BeginState ( ) )

BeginState GameEnded Source code

function BeginState ( ) )

BeginState Idle Source code

function BeginState ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

EnemyNotVisible ActiveCannon Source code

function EnemyNotVisible ( ) )

FindEnemy TrackWarhead Source code

function FindEnemy ( ) )

Killed ActiveCannon Source code

function Killed ( pawn Killer, pawn Other, name damageType) )

KillMessage Source code

function string KillMessage ( name damageType, pawn Other ) )

PickAnim Source code

function Name PickAnim ( ) )

PlayActivate Source code

function PlayActivate ( ) )

PlayDeactivate Source code

function PlayDeactivate ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

SameTeamAs Source code

function bool SameTeamAs ( int TeamNum) )

SeePlayer Idle Source code

function SeePlayer ( Actor SeenPlayer) )

SetTeam Source code

function SetTeam ( int TeamNum) )

Shoot Source code

function Shoot ( ) )

SpawnBase Source code

simulated function SpawnBase ( ) )

StartDeactivate Source code

function StartDeactivate ( ) )

TakeDamage Source code

function TakeDamage ( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Timer ActiveCannon Source code

function Timer ( ) )

Timer TrackWarhead Source code

function Timer ( ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )


Defaultproperties

defaultproperties
{
     FireSound=Sound'UnrealI.Cannon.CannonShot'
     ActivateSound=Sound'UnrealI.Cannon.CannonActivate'
     SampleTime=0.330000
     TrackingRate=25000
     Drop=60.000000
     ProjectileType=Class'Botpack.CannonShot'
     PostKillMessage="was killed by an automatic cannon!"
     SightRadius=3000.000000
     FovAngle=90.000000
     Health=220
     MenuName="automatic cannon!"
     NameArticle="an "
     RemoteRole=ROLE_SimulatedProxy
     AnimSequence=Activate
     Mesh=LodMesh'Botpack.cdgunmainM'
     CollisionRadius=28.000000
     RotationRate=(Yaw=25000)
}

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Creation time: Fr 7.6.2013 13:15:05.364 - Created with UnCodeX