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UnrealI.Cannon

Extends
Decoration

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- UnrealI.Cannon

Direct Known Subclasses:

HugeCannon

Variables Summary
actora
boolbShoot
actorcTarget
intShotsFired
Cannon
soundActivateSound
floatDeactivateDistance
floatDrop
soundExplodeSound
soundFireSound
floatHealth
floatSampleTime
intTrackingRate
Inherited Variables from Engine.Decoration
bBobbing, bOnlyTriggerable, bPushable, bPushSoundPlaying, bSplash, bWasCarried, content2, content3, contents, EffectWhenDestroyed, EndPushSound, numLandings, PushSound
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function Shoot ()
function Shoot ()
ActivateCannon
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
function Timer ()
ActivateCannon
function Trigger (actor Other, pawn EventInstigator)
function Trigger (actor Other, pawn EventInstigator)
ActivateCannon
Inherited Functions from Engine.Decoration
BaseChange, Bump, Destroyed, FollowHolder, Frag, Landed, skinnedFrag, Timer, Trigger, ZoneChange
Inherited Functions from Engine.Actor
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange

States Summary
ActivateCannon Source code
state ActivateCannon
Shoot, Timer, Trigger
DeActivate Source code
state DeActivate


Variables Detail

a Source code

var actor a;

bShoot Source code

var bool bShoot;

cTarget Source code

var actor cTarget;

ShotsFired Source code

var int ShotsFired;

Cannon

ActivateSound Source code

var(Cannon) sound ActivateSound;

DeactivateDistance Source code

var(Cannon) float DeactivateDistance;

Drop Source code

var(Cannon) float Drop;

ExplodeSound Source code

var(Cannon) sound ExplodeSound;

FireSound Source code

var(Cannon) sound FireSound;

Health Source code

var(Cannon) float Health;

SampleTime Source code

var(Cannon) float SampleTime;

TrackingRate Source code

var(Cannon) int TrackingRate;


Functions Detail

Shoot Source code

function Shoot ( )

Shoot ActivateCannon Source code

function Shoot ( )

TakeDamage Source code

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

Timer ActivateCannon Source code

function Timer ( )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

Trigger ActivateCannon Source code

function Trigger ( actor Other, pawn EventInstigator )


Defaultproperties

defaultproperties
{
     DeactivateDistance=2000.000000
     SampleTime=0.300000
     TrackingRate=10000
     Drop=60.000000
     Health=100.000000
     FireSound=Sound'UnrealI.Cannon.CannonShot'
     ActivateSound=Sound'UnrealI.Cannon.CannonActivate'
     ExplodeSound=Sound'UnrealI.Cannon.CannonExplode'
     bStatic=False
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealI.CannonM'
     CollisionRadius=44.000000
     CollisionHeight=44.000000
     bCollideActors=True
     bCollideWorld=True
     bProjTarget=True
     RotationRate=(Yaw=50000)
}

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Creation time: za 22-4-2006 13:29:15.921 - Created with UnCodeX