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UT2k4Assault.ASVehicleFactory_SentinelCeiling

Extends
ASVehicleFactory

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.SVehicleFactory
      |   
      +-- UT2k4Assault.ASVehicleFactory
         |   
         +-- UT2k4Assault.ASVehicleFactory_SentinelCeiling

Variables Summary
ASVehicleFactory_SentinelCeiling
boolbSpawnCampProtection
Inherited Variables from UT2k4Assault.ASVehicleFactory
AIVisibilityDist, Announcement_Destroyed, BACKUP_bEnabled, bEnabled, bEnter_TeamUnlocks, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, BlockCount, bResetting, bRespawnWhenDestroyed, bSoundsPrecached, bSpawnBuildEffect, bSpawnProtected, BuildEffect, BuildEffectClass, bVehicleTeamLock, Child, MaxSpawnBlockCount, MyDestroyVehicleObjective, NextFactory, NextFactoryTag, RespawnDelay, SpawnDelay, TriggeredFunction, VehicleAmbientGlow, VehicleClassStr, VehicleDamageMomentumScale, VehicleDriverDamageMult, VehicleEvent, VehicleHealth, VehicleLinkHealMult, VehiclePossessedEvent, VehicleTag, VehicleTeam
Inherited Variables from Engine.SVehicleFactory
MaxVehicleCount, MyMarker, VehicleClass, VehicleCount

Enumerations Summary
Inherited Enumerations from UT2k4Assault.ASVehicleFactory
EASVF_TriggeredFunction

Functions Summary
function VehicleSpawned ()
Inherited Functions from UT2k4Assault.ASVehicleFactory
PostBeginPlay, PrecacheAnnouncer, Reset, SelfTriggered, SetEnabled, SetVehicleTeam, ShutDown, SpawnBuildEffect, SpawnVehicle, Timer, Trigger, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, VehicleDestroyed, VehiclePossessed, VehicleSpawned
Inherited Functions from Engine.SVehicleFactory
PreBeginPlay, Trigger, VehicleDestroyed, VehiclePossessed, VehicleUnPossessed


Variables Detail

ASVehicleFactory_SentinelCeiling

bSpawnCampProtection Source code

var(ASVehicleFactory_SentinelCeiling) bool bSpawnCampProtection;


Functions Detail

VehicleSpawned Source code

function VehicleSpawned ( )


Defaultproperties

defaultproperties
{
     bSpawnCampProtection=True
     bSpawnBuildEffect=False
     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=True
}

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Creation time: Wed 7/2/2007 19:15:51.421 - Created with UnCodeX