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UE3:UTVWeap_CicadaMissileLauncher (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaMissileLauncher |
- Package:
- UTGameContent
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'CicadaWeapon'
[edit] AccelRate
Type: float
How fast should the rockets accelerate towards it's cross or away
Default value: 1500.0
[edit] LoadedFireTime
Type: float
Default value: 0.1
[edit] MaxRockets
Type: int
maximum number of rockets that can be loaded
Default value: 16
[edit] Internal variables
[edit] AltCrosshairBounceInTime
Type: float
Default value: 0.5
[edit] AltCrosshairBounceOutTime
Type: float
Default value: 0.33
[edit] CrosshairSlots
Type: CHSlot
Array size: 16
Default value, index 0:
| Member | Value |
|---|---|
| gx | 7.0 |
| gy | 5.0 |
| u | 24.0 |
| ul | 12.0 |
| v | 322.0 |
| vl | 10.0 |
| xOfst | -24.0 |
| yOfst | -21.0 |
Default value, index 1:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 5.0 |
| u | 36.0 |
| ul | -12.0 |
| v | 322.0 |
| vl | 10.0 |
| xOfst | 12.0 |
| yOfst | -21.0 |
Default value, index 2:
| Member | Value |
|---|---|
| gx | 4.0 |
| gy | 6.0 |
| u | 24.0 |
| ul | 9.0 |
| v | 332.0 |
| vl | 11.0 |
| xOfst | -24.0 |
| yOfst | -11.0 |
Default value, index 3:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 6.0 |
| u | 33.0 |
| ul | -9.0 |
| v | 332.0 |
| vl | 11.0 |
| xOfst | 15.0 |
| yOfst | -11.0 |
Default value, index 4:
| Member | Value |
|---|---|
| gx | 4.0 |
| gy | 6.0 |
| u | 24.0 |
| ul | 9.0 |
| v | 343.0 |
| vl | 12.0 |
| xOfst | -24.0 |
Default value, index 5:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 6.0 |
| u | 33.0 |
| ul | -9.0 |
| v | 343.0 |
| vl | 12.0 |
| xOfst | 15.0 |
Default value, index 6:
| Member | Value |
|---|---|
| gx | 7.0 |
| gy | 5.0 |
| u | 24.0 |
| ul | 12.0 |
| v | 355.0 |
| vl | 10.0 |
| xOfst | -24.0 |
| yOfst | 12.0 |
Default value, index 7:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 5.0 |
| u | 36.0 |
| ul | -12.0 |
| v | 355.0 |
| vl | 10.0 |
| xOfst | 12.0 |
| yOfst | 12.0 |
Default value, index 8:
| Member | Value |
|---|---|
| gx | 6.0 |
| gy | 5.0 |
| u | 36.0 |
| ul | 12.0 |
| v | 322.0 |
| vl | 10.0 |
| xOfst | -12.0 |
| yOfst | -21.0 |
Default value, index 9:
| Member | Value |
|---|---|
| gx | 7.0 |
| gy | 5.0 |
| u | 48.0 |
| ul | -12.0 |
| v | 322.0 |
| vl | 10.0 |
| yOfst | -21.0 |
Default value, index 10:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 6.0 |
| u | 33.0 |
| ul | 10.0 |
| v | 332.0 |
| vl | 11.0 |
| xOfst | -14.0 |
| yOfst | -11.0 |
Default value, index 11:
| Member | Value |
|---|---|
| gx | 6.0 |
| gy | 6.0 |
| u | 43.0 |
| ul | -10.0 |
| v | 332.0 |
| vl | 11.0 |
| xOfst | 5.0 |
| yOfst | -11.0 |
Default value, index 12:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 6.0 |
| u | 33.0 |
| ul | 10.0 |
| v | 343.0 |
| vl | 12.0 |
| xOfst | -14.0 |
Default value, index 13:
| Member | Value |
|---|---|
| gx | 5.0 |
| gy | 6.0 |
| u | 33.0 |
| ul | -9.0 |
| v | 343.0 |
| vl | 12.0 |
| xOfst | 5.0 |
Default value, index 14:
| Member | Value |
|---|---|
| gx | 6.0 |
| gy | 6.0 |
| u | 36.0 |
| ul | 12.0 |
| v | 355.0 |
| vl | 10.0 |
| xOfst | -12.0 |
| yOfst | 12.0 |
Default value, index 15:
| Member | Value |
|---|---|
| gx | 7.0 |
| gy | 6.0 |
| u | 48.0 |
| ul | -12.0 |
| v | 355.0 |
| vl | 10.0 |
| yOfst | 12.0 |
[edit] LockAcquiredSound
Type: SoundCue
Sound Effect to play when Locking
Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'
[edit] LockedTargetVect
Type: Object.Vector
if bLocked, all missiles will home to this location
[edit] LockPosition
Type: Object.Vector
position vehicle was at when lock was acquired
[edit] RocketLoader
Type: Controller
used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing
[edit] RocketsLoaded
Type: int
current number of rockets loaded
[edit] TargetRotYaw
Type: int
[edit] WeaponLoadSnd
Type: SoundCue
sound played when loading a rocket
Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileLoad'
[edit] Default values
| Property | Value |
|---|---|
| AltFireTriggerTags[0] | 'CicadaWeapon01' |
| AltFireTriggerTags[1] | 'CicadaWeapon02' |
| bFastRepeater | True |
| FireInterval[0] | 0.25 |
| FireInterval[1] | 0.5 |
| FireTriggerTags[0] | 'CicadaWeapon01' |
| FireTriggerTags[1] | 'CicadaWeapon02' |
| FiringStatesArray[1] | 'WeaponLoadAmmo' |
| ItemName | "Cicada" |
| VehicleClass | Class'UTGameContent.UTVehicle_Cicada_Content' |
| WeaponFireSnd[0] | SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_Fire' |
| WeaponFireSnd[1] | SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileEject' |
| WeaponFireTypes[0] | EWFT_Custom |
| WeaponProjectiles[0] | Class'UTGameContent.UTProj_CicadaRocket' |
| WeaponProjectiles[1] | Class'UTGameContent.UTProj_CicadaRocket' |
[edit] Subobjects
[edit] FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
[edit] PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
[edit] Structs
[edit] CHSlot
[edit] Functions
[edit] Events
[edit] IsAimCorrect
Overrides: UTVehicleWeapon.IsAimCorrect
(Description copied from UTVehicleWeapon.IsAimCorrect)
IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly
Returns:
- TRUE if we can hit where the controller is aiming
[edit] Other instance functions
[edit] BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
[edit] CanHitDesiredTarget
Overrides: UTVehicleWeapon.CanHitDesiredTarget
checks if the weapon is actually capable of hitting the desired target, including trace test (used by crosshair) if false because trace failed, RealAimPoint is set to what the trace hit
[edit] CustomFire
Overrides: Weapon.CustomFire
If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.
[edit] DrawBrackets
[edit] DrawLoadedCrosshair
[edit] DrawTarget
[edit] FindInitialTarget
[edit] FireLoadedRocket
[edit] GetAmmoCount
Overrides: UTWeapon.GetAmmoCount
[edit] ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
[edit] States
[edit] WeaponFiringLoad
Modifiers: simulated
[edit] WeaponFiringLoad.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] WeaponFiringLoad.DrawBrackets
Overrides: DrawBrackets (global)
[edit] WeaponFiringLoad.DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
[edit] WeaponFiringLoad.FireLoadedRocket
Overrides: FireLoadedRocket (global)
[edit] WeaponFiringLoad.SendToFiringState
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
[edit] WeaponFiringLoad.TimeLoadedFiring
[edit] WeaponLoadAmmo
Modifiers: simulated
[edit] WeaponLoadAmmo.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] WeaponLoadAmmo.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] WeaponLoadAmmo.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
[edit] WeaponLoadAmmo.RefireCheckTimer
Overrides: UTWeapon.RefireCheckTimer (global)
This is the timer event for each shot
[edit] WeaponLoadAmmo.CanAttack
Overrides: UTWeapon.CanAttack (global)
return false if out of range, can't see target, etc.
[edit] WeaponLoadAmmo.DrawBrackets
Overrides: DrawBrackets (global)
[edit] WeaponLoadAmmo.DrawTarget
Overrides: DrawTarget (global)
[edit] WeaponLoadAmmo.DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
[edit] WeaponLoadAmmo.GetCrosshairScaling
Overrides: UTVehicleWeapon.GetCrosshairScaling (global)
[edit] WeaponLoadAmmo.LoadRocket
Adds a rocket to the count and uses up some ammo. In addition, it plays a sound so that other pawns in the world can hear it.
[edit] WeaponLoadAmmo.SendToFiringState
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
[edit] WeaponLoadAmmo.TryPutdown
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
[edit] WeaponLoadAmmo.WeaponFireLoad
Fire off a shot w/ effects
