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UE3:UTWeap_Enforcer (UT3)
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- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'UTWeap_Enforcer'
[edit] AkimboTime
Type: float
How long transition to akimbo takes
Default value: 0.35
[edit] LeftMesh
Type: UTSkeletalMeshComponent
Modifiers: editinline
The Left Handed Mesh
[edit] Internal variables
[edit] ArmBurstFireAnimName
Type: name
Default value: 'weaponfireburst'
[edit] ArmDualEquipAnim
Type: name
Default value: 'WeaponEquiplFancy'
[edit] ArmReloadAnim
Type: name
Default value: 'WeaponEquipFirst'
[edit] bAkimbo
Type: bool
Whether we are currently holding weapons to the side.
[edit] bForceReturnToActive
Type: bool
If we become a dual while firing, force return to the active state in order to properly re-initialize
[edit] bFullDualCoolDown
Type: bool
[edit] bLastFiredLeft
Type: bool
if the last shot was fired from the left enforcer
[edit] bLoaded
Type: bool
If true this weapon won't play the reload anim
[edit] BurstCnt
Type: int
How many shots have been fired in burst
[edit] BurstCoolDownTime
Type: float
How long to cool down
Default value: 0.97
[edit] BurstFireAnimName
Type: name
Name of the animation when bursting
Default value: 'weaponfireburst'
[edit] BurstMax
Type: int
How many shots max in burst before going to cool down
Default value: 3
[edit] DualEnforcerDamageType
Type: class<UTDamageType>
Damage type used with dual enforcers (for unique kill message)
Default value: Class'UTGame.UTDmgType_DualEnforcer'
[edit] DualEquiptime
Type: float
Amount of time it takes to equip the left gun
Default value: 1.0
[edit] DualIconCoordinates
Type: UIRoot.TextureCoordinates
Default value:
| Member | Value |
|---|---|
| U | 600.0 |
| UL | 126.0 |
| V | 515.0 |
| VL | 75.0 |
[edit] DualMode
Type: EDualMode
Modifiers: repnotify
if true, we are a dual enforcer
[edit] EnforcerMuzzleFlashLight
Type: UTExplosionLight
Array size: 2
dynamic light
[edit] EnforcerMuzzleFlashPSC
Type: UTParticleSystemComponent
Array size: 2
Muzzle flash PSC and Templates
[edit] LastAkimboTransitionTime
Type: float
Time that last akimbo transition occured.
[edit] LastFireTime
Type: float
timeseconds when last fired
[edit] LastFiringState
Type: name
Holds the name of the last firing state. Used by reload to know where to go
[edit] LeftArmAnimSet
Type: AnimSet
Default value: AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms'
[edit] LeftIdleAnim
Type: name
anim played for left mesh when idling
Default value: 'WeaponIdleB'
[edit] LeftWeaponMaterialInstance
Type: MaterialInstanceConstant
[edit] OverlayLeftMesh
Type: UTSkeletalMeshComponent
Modifiers: protected
[edit] ReloadTime
Type: float
Amount of time for the reload anim
Default value: 2.0
[edit] ShotCount
Type: int
Used internally to track which gun to fire
[edit] WeaponDualEqipAnim
Type: name
Default value: 'WeaponEquiplFancy'
[edit] WeaponMaterialInstance
Type: MaterialInstanceConstant
[edit] WeaponReloadAnim
Type: name
Name of the animation to play when reloading
Default value: 'weaponequipempty'
[edit] WeaponReloadSnd
Type: SoundCue
sound played when reloading
[edit] Default values
[edit] Subobjects
[edit] FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
| Property | Value |
|---|---|
| Animations | AnimNodeSequence'UTGame.Default__UTWeap_Enforcer:MeshSequenceA' |
| AnimSets[0] | AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Base' |
| bForceUpdateAttachmentsInTick | True |
| FOV | 55.0 |
| Materials[0] | Material'WP_Enforcers.Materials.M_WP_Enforcers_01' |
| SkeletalMesh | SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcers_1P' |
[edit] PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
| Property | Value |
|---|---|
| SkeletalMesh | SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcer_3P_Mid' |
[edit] Enums
[edit] EDualMode
- EDM_SingleWeapon
- EDM_DualEquipping
- EDM_Dual
- EDM_Max
[edit] Functions
[edit] Events
[edit] CauseMuzzleFlash
Overrides: UTWeapon.CauseMuzzleFlash
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
[edit] CauseMuzzleFlashLight
Overrides: UTWeapon.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on
[edit] MuzzleFlashOff
Turns the MuzzleFlashlight off
[edit] MuzzleFlashTimerLeft
[edit] MuzzleFlashTimerRight
[edit] ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
On a remote client, watch for a change in bDualMode and if it changes, signal this has become a dual weapon.
[edit] SetPosition
Overrides: UTWeapon.SetPosition
This function aligns the gun model in the world
[edit] StopMuzzleFlash
Overrides: UTWeapon.StopMuzzleFlash
[edit] Other instance functions
[edit] AddSpread
Overrides: Weapon.AddSpread
Adds any fire spread offset to the passed in rotator
Parameters:
- BaseAim - the base aim direction
Returns:
- the adjusted aim direction
[edit] AdjustWeaponTimingForConsole
Overrides: UTWeapon.AdjustWeaponTimingForConsole
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
[edit] AkimboCheck
Function that determines whether or not to hold guns sideways.
[edit] AkimboDelay
Used to delay starting the check for Akimbo mode.
[edit] AttachMuzzleFlash
Overrides: UTWeapon.AttachMuzzleFlash
Extend support to allow for multiple muzzle flashes
[edit] AttachWeaponTo
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
[edit] BecomeDual
Become a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations
[edit] BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
[edit] ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
[edit] CreateOverlayMesh
Overrides: UTWeapon.CreateOverlayMesh
[edit] DelayedBecomeDual
Delay becoming dual if currently bringing up enforcer (for animation reasons)
[edit] DenyPickupQuery
Overrides: UTWeapon.DenyPickupQuery
Detect that we are trying to pickup another enforcer and switch in to dual mode.
[edit] DetachMuzzleFlash
Overrides: UTWeapon.DetachMuzzleFlash
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
[edit] DetachWeapon
Overrides: UTWeapon.DetachWeapon
(Description copied from UTWeapon.DetachWeapon)
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
[edit] DualEquipDone
The equip animation is done, notify the weapon and become usuable
[edit] FullyCooled
[edit] GetEffectLocation
Overrides: UTWeapon.GetEffectLocation
(Description copied from UTWeapon.GetEffectLocation)
Returns:
- the location + offset from which to spawn effects (primarily tracers)
[edit] GetEquipTime
Overrides: UTWeapon.GetEquipTime
[edit] GetFireAnim
Returns the name of the firing animation
[edit] GetFireInterval
Overrides: UTWeapon.GetFireInterval
Returns the rate at which the weapon fires. If in dual mode, 1/2 the rate
See: Weapon.GetFireInterval()
[edit] InstantFire
Overrides: UTWeapon.InstantFire
Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects.
Network: Local Player and Server
[edit] PlayFireEffects
Overrides: UTWeapon.PlayFireEffects
We override PlayFireEffects to reoffset the animation rate. When in dual mode, all firing speeds are 1/2 but we want the animations to play as normal.
See: PlayFireEffects
[edit] PlayWeaponEquip
Overrides: UTWeapon.PlayWeaponEquip
Look to see if bLoaded (ie: has been brought up once) is true and decide which animation to play
[edit] PlayWeaponPutDown
Overrides: UTWeapon.PlayWeaponPutDown
Added support for handling the 2nd gun
[edit] SetAkimbo
[edit] SetSkin
Overrides: UTWeapon.SetSkin
Setup the overlay skins
[edit] SetWeaponOverlayFlags
Overrides: UTWeapon.SetWeaponOverlayFlags
When the Pawn's WeaponOverlay flag changes, handle it here
[edit] TrackShotCount
By default, we track each shot so that the 2nd weapon will work. Bursting overrides this function
[edit] UseLeftBarrel
Determine which gun to use
[edit] States
[edit] Active
Inherits from: UTWeapon.Active
Modifiers: simulated
[edit] Active.BeginState
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
[edit] Active.OnAnimEnd
Overrides: UTWeapon.Active.OnAnimEnd
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
[edit] Active.LagRot
Overrides: UTWeapon.LagRot (global)
[edit] Active.ShouldLagRot
Overrides: UTWeapon.Active.ShouldLagRot
(Description copied from UTWeapon.ShouldLagRot)
Returns:
- whether the weapon's rotation is allowed to lag behind the holder's rotation
[edit] WeaponBurstCoolDown
Modifiers: simulated
[edit] WeaponBurstCoolDown.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] WeaponBurstCoolDown.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] WeaponBurstCoolDown.WeaponReady
[edit] WeaponBursting
Extends: WeaponFiring
Modifiers: simulated
[edit] WeaponBursting.BeginState
Overrides: UTWeapon.WeaponFiring.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] WeaponBursting.EndState
Overrides: WeaponFiring.EndState
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] WeaponBursting.GetFireAnim
Overrides: GetFireAnim (global)
Returns the name of the firing animation
[edit] WeaponBursting.PlayArmAnimation
Overrides: UTWeapon.PlayArmAnimation (global)
[edit] WeaponBursting.PlayWeaponAnimation
Overrides: UTWeapon.PlayWeaponAnimation (global)
We only play the animation once.
See: Weapon.PlayWeaponAnimation
[edit] WeaponBursting.RefireCheckTimer
Overrides: WeaponFiring.RefireCheckTimer
We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings
[edit] WeaponBursting.TrackShotCount
Overrides: TrackShotCount (global)
CoolDown tracks the shots
[edit] WeaponBursting.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] WeaponEquipping
State WeaponEquipping The Weapon is in this state while transitioning from Inactive to Active state. Typically, the weapon will remain in this state while its selection animation is being played. While in this state, the weapon cannot be fired.
Inherits from: UTWeapon.WeaponEquipping
Modifiers: simulated
[edit] WeaponEquipping.EndState
Overrides: UTWeapon.WeaponEquipping.EndState
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] WeaponEquipping.WeaponEquipped
Overrides: Weapon.WeaponEquipping.WeaponEquipped
[edit] WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
[edit] WeaponFiring.EndState
Overrides: UTWeapon.WeaponFiring.EndState
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] WeaponFiring.BecomeDual
Overrides: BecomeDual (global)
Become a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations
[edit] WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings
