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UE3:UTVWeap_CicadaMissileLauncher (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaMissileLauncher

Contents

Package: 
UTGameContent
This class in other games:
UDK

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

float
float
float ul 
float vl 
float xOfst 
float yOfst 
float gx 
float gy 
float FadeTime 

[edit] Functions

[edit] Events

[edit] IsAimCorrect

simulated event bool 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

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

[edit] CanHitDesiredTarget

simulated function bool CanHitDesiredTarget (Object.Vector SocketLocation, Object.Rotator SocketRotation, Object.Vector DesiredAimPoint, Actor TargetActor, out Object.Vector RealAimPoint)

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

simulated function 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

simulated function DrawBrackets (UTHUD H, float CX, float CY)


[edit] DrawLoadedCrosshair

simulated function DrawLoadedCrosshair (HUD HUD)


[edit] DrawTarget

simulated function DrawTarget (UTHUD H)


[edit] FindInitialTarget

function Object.Vector FindInitialTarget (bool bAdjustUp, Object.Vector AdjustLoc)


[edit] FireLoadedRocket

function FireLoadedRocket ()


[edit] GetAmmoCount

simulated function int GetAmmoCount ()

Overrides: UTWeapon.GetAmmoCount


[edit] ProjectileFire

simulated function Projectile 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

simulated event EndState (name NextStateName)

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

simulated function DrawBrackets (UTHUD H, float CX, float CY)

Overrides: DrawBrackets (global)


[edit] WeaponFiringLoad.DrawWeaponCrosshair

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)

Draw the Crosshairs

[edit] WeaponFiringLoad.FireLoadedRocket

simulated function FireLoadedRocket ()

Overrides: FireLoadedRocket (global)


[edit] WeaponFiringLoad.SendToFiringState

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

Don't send a zoomed fire mode in to a firing state

[edit] WeaponFiringLoad.TimeLoadedFiring

simulated function TimeLoadedFiring ()


[edit] WeaponLoadAmmo

Modifiers: simulated

[edit] WeaponLoadAmmo.BeginState

simulated event BeginState (name PreviousStateName)

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

simulated event EndState (name NextStateName)

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

[edit] WeaponLoadAmmo.RefireCheckTimer

simulated event RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)

This is the timer event for each shot

[edit] WeaponLoadAmmo.CanAttack

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack (global)

return false if out of range, can't see target, etc.

[edit] WeaponLoadAmmo.DrawBrackets

simulated function DrawBrackets (UTHUD H, float CX, float CY)

Overrides: DrawBrackets (global)


[edit] WeaponLoadAmmo.DrawTarget

simulated function DrawTarget (UTHUD H)

Overrides: DrawTarget (global)


[edit] WeaponLoadAmmo.DrawWeaponCrosshair

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)

Draw the Crosshairs

[edit] WeaponLoadAmmo.GetCrosshairScaling

simulated function GetCrosshairScaling (HUD HUD)

Overrides: UTVehicleWeapon.GetCrosshairScaling (global)


[edit] WeaponLoadAmmo.LoadRocket

simulated function 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

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

Don't send a zoomed fire mode in to a firing state

[edit] WeaponLoadAmmo.TryPutdown

simulated function bool 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

simulated function WeaponFireLoad ()

Fire off a shot w/ effects