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UE3:UTWeap_Enforcer (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Enforcer

Contents

Package: 
UTGame

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

Property Value
AimError 600.0
AimingHelpRadius[1] 12.0
AIRating 0.4
AmmoCount 50
ArmsAnimSet AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_Enforcer'
bFastRepeater True
bInstantHit True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 128.0
V 0.0
CurrentRating 0.4
DroppedPickupOffsetZ 12.0
EquipTime 0.2
FireInterval[0] 0.36
FireInterval[1] 0.12
FiringStatesArray[1] 'WeaponBursting'
GroupWeight 0.5
IconHeight 39
IconWidth 43
IconX 335
IconY 81
InstantHitDamage[0] 20.0
InstantHitDamage[1] 20.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_Enforcer'
InstantHitDamageTypes[1] Class'UTGame.UTDmgType_Enforcer'
InstantHitMomentum[0] 1000.0
InstantHitMomentum[1] 1000.0
InventoryGroup 2
ItemName "Enforcer"
JumpDamping 1.5
LockerAmmoCount 50
MaxAmmoCount 100
MaxDesireability 0.4
MuzzleFlashLightClass Class'UTGame.UTEnforcerMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_Enforcers.Effects.P_WP_Enforcers_MuzzleFlash'
PickupMessage "Enforcer"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Enforcer_Cue'
PivotTranslation
Member Value
X 0.0
Y -10.0
Z 0.0
Priority 2.0
PutDownTime 0.2
QuickPickGroup 3
QuickPickWeight 0.2
SmallWeaponsOffset
Member Value
X 18.0
Y 6.0
Z -6.0
Spread[1] 0.03
WeaponEquipSnd SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Raise_Cue'
WeaponFireSnd[0] SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue'
WeaponFireSnd[1] SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue'
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_Enforcer:ForceFeedbackWaveformShooting1'
WeaponPutDownSnd SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Lower_Cue'

[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

simulated event CauseMuzzleFlash ()

Overrides: UTWeapon.CauseMuzzleFlash

Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

[edit] CauseMuzzleFlashLight

simulated event CauseMuzzleFlashLight ()

Overrides: UTWeapon.CauseMuzzleFlashLight

Causes the muzzle flashlight to turn on

[edit] MuzzleFlashOff

simulated event MuzzleFlashOff (int Index)

Turns the MuzzleFlashlight off

[edit] MuzzleFlashTimerLeft

simulated event MuzzleFlashTimerLeft ()


[edit] MuzzleFlashTimerRight

simulated event MuzzleFlashTimerRight ()


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

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

simulated event SetPosition (UTPawn Holder)

Overrides: UTWeapon.SetPosition

This function aligns the gun model in the world

[edit] StopMuzzleFlash

simulated event StopMuzzleFlash ()

Overrides: UTWeapon.StopMuzzleFlash


[edit] Other instance functions

[edit] AddSpread

simulated function Object.Rotator AddSpread (Object.Rotator BaseAim)

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

simulated function 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

simulated function AkimboCheck ()

Function that determines whether or not to hold guns sideways.

[edit] AkimboDelay

simulated function AkimboDelay ()

Used to delay starting the check for Akimbo mode.

[edit] AttachMuzzleFlash

simulated function AttachMuzzleFlash ()

Overrides: UTWeapon.AttachMuzzleFlash

Extend support to allow for multiple muzzle flashes

[edit] AttachWeaponTo

simulated function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)

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

simulated function 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

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

[edit] ChangeVisibility

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

[edit] CreateOverlayMesh

simulated function CreateOverlayMesh ()

Overrides: UTWeapon.CreateOverlayMesh


[edit] DelayedBecomeDual

function DelayedBecomeDual ()

Delay becoming dual if currently bringing up enforcer (for animation reasons)

[edit] DenyPickupQuery

function bool DenyPickupQuery (class<InventoryItemClass, Actor Pickup)

Overrides: UTWeapon.DenyPickupQuery

Detect that we are trying to pickup another enforcer and switch in to dual mode.

[edit] DetachMuzzleFlash

simulated function DetachMuzzleFlash ()

Overrides: UTWeapon.DetachMuzzleFlash

Detach weapon from skeletal mesh

Parameters:

  • SkeletalMeshComponent - weapon is attached to.

[edit] DetachWeapon

simulated function DetachWeapon ()

Overrides: UTWeapon.DetachWeapon

(Description copied from UTWeapon.DetachWeapon)
Detach weapon from skeletal mesh

Parameters:

  • SkeletalMeshComponent - weapon is attached to.

[edit] DualEquipDone

simulated function DualEquipDone ()

The equip animation is done, notify the weapon and become usuable

[edit] FullyCooled

simulated function FullyCooled ()


[edit] GetEffectLocation

simulated function Object.Vector GetEffectLocation ()

Overrides: UTWeapon.GetEffectLocation

(Description copied from UTWeapon.GetEffectLocation)


Returns:

the location + offset from which to spawn effects (primarily tracers)

[edit] GetEquipTime

simulated function float GetEquipTime ()

Overrides: UTWeapon.GetEquipTime


[edit] GetFireAnim

simulated function name GetFireAnim (int FireModeNum)

Returns the name of the firing animation

[edit] GetFireInterval

simulated function float GetFireInterval (byte FireModeNum)

Overrides: UTWeapon.GetFireInterval

Returns the rate at which the weapon fires. If in dual mode, 1/2 the rate

See: Weapon.GetFireInterval()

[edit] InstantFire

simulated function 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

simulated function PlayFireEffects (byte FireModeNum, optional Object.Vector HitLocation)

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

simulated function 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

simulated function PlayWeaponPutDown ()

Overrides: UTWeapon.PlayWeaponPutDown

Added support for handling the 2nd gun

[edit] SetAkimbo

simulated function SetAkimbo (bool bNewAkimbo, bool bPlayTransitionAnim)


[edit] SetSkin

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

Setup the overlay skins

[edit] SetWeaponOverlayFlags

simulated function SetWeaponOverlayFlags (UTPawn OwnerPawn)

Overrides: UTWeapon.SetWeaponOverlayFlags

When the Pawn's WeaponOverlay flag changes, handle it here

[edit] TrackShotCount

simulated function TrackShotCount ()

By default, we track each shot so that the 2nd weapon will work. Bursting overrides this function

[edit] UseLeftBarrel

simulated function bool UseLeftBarrel ()

Determine which gun to use

[edit] States

[edit] Active

Inherits from: UTWeapon.Active

Modifiers: simulated

[edit] Active.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.Active.BeginState

Initialize the weapon as being active and ready to go.

[edit] Active.OnAnimEnd

simulated event OnAnimEnd (optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime)

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

simulated function int LagRot (int NewValue, int LastValue, float MaxDiff, int Index)

Overrides: UTWeapon.LagRot (global)


[edit] Active.ShouldLagRot

simulated function bool 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

simulated event BeginState (name PrevStateName)

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

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] WeaponBurstCoolDown.WeaponReady

simulated function WeaponReady ()


[edit] WeaponBursting

Extends: WeaponFiring

Modifiers: simulated

[edit] WeaponBursting.BeginState

simulated event BeginState (name PrevStateName)

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

simulated event EndState (name NextStateName)

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

simulated function name GetFireAnim (int FireModeNum)

Overrides: GetFireAnim (global)

Returns the name of the firing animation

[edit] WeaponBursting.PlayArmAnimation

simulated function PlayArmAnimation (name Sequence, float fDesiredDuration, optional bool bOffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)

Overrides: UTWeapon.PlayArmAnimation (global)


[edit] WeaponBursting.PlayWeaponAnimation

simulated function PlayWeaponAnimation (name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)

Overrides: UTWeapon.PlayWeaponAnimation (global)

We only play the animation once.

See: Weapon.PlayWeaponAnimation

[edit] WeaponBursting.RefireCheckTimer

simulated function 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

simulated function TrackShotCount ()

Overrides: TrackShotCount (global)

CoolDown tracks the shots

[edit] WeaponBursting.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] 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

simulated event EndState (name NextStateName)

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

simulated function WeaponEquipped ()

Overrides: Weapon.WeaponEquipping.WeaponEquipped


[edit] WeaponFiring

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

[edit] WeaponFiring.EndState

simulated event EndState (name NextStateName)

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

simulated function 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

simulated function RefireCheckTimer ()

Overrides: Weapon.WeaponFiring.RefireCheckTimer

We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings