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UE3:UTVWeap_LeviathanPrimary (UT3)

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

Contents

Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] AcquireSound

Type: SoundCue

Ambient sound played while acquiring the target

[edit] PaintTime

Type: float

the amount of time the same target must be kept for the shot to go off

Default value: 2.0

[edit] RechargeTime

Type: float

How long after the shot does it take to recharge (should be the time of the effect)

Default value: 3.0

[edit] TargetLocation

Type: Object.Vector

current target location

[edit] TargetSlack

Type: float

units/sec player can move their aim and not reset the paint timer

Default value: 50.0

[edit] Default values

Property Value
bCanDestroyBarricades True
bFastRepeater True
bZoomedFireMode[1] 1
FireInterval[0] 0.3
FireTriggerTags[0] 'DriverMF_L'
FireTriggerTags[1] 'DriverMF_R'
ItemName "Leviathan"
Spread[0] 0.015
VehicleClass Class'UTGameContent.UTVehicle_Leviathan_Content'
WeaponFireSnd[0] SoundCue'A_Vehicle_leviathan.SoundCues.A_Vehicle_Leviathan_TurretFire'
WeaponFireTypes[0] EWFT_Projectile
WeaponFireTypes[1] EWFT_None
WeaponProjectiles[0] Class'UTGameContent.UTProj_LeviathanBolt'
ZoomedRate 60.0
ZoomedTargetFOV 20.0

[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] Instance functions

[edit] CanAttack

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

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

[edit] ClientHasFired

reliable client function ClientHasFired ()


[edit] GetMaxFinalAimAdjustment

simulated function float GetMaxFinalAimAdjustment ()

Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment


[edit] NotifyVehicleDeployed

simulated function NotifyVehicleDeployed ()

Overrides: UTVehicleWeapon.NotifyVehicleDeployed

notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works

[edit] NotifyVehicleUndeployed

simulated function NotifyVehicleUndeployed ()

Overrides: UTVehicleWeapon.NotifyVehicleUndeployed


[edit] ProjectileFire

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.

[edit] SendToFiringState

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState

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

[edit] ServerStartFire

reliable server function ServerStartFire (byte FireModeNum)

Overrides: UTWeapon.ServerStartFire

When StartFire() is called on a client, it replicates the start by calling ServerStartFire. This begins the event on server. Server side actors (such as bots) should not call ServerStartFire directly and should instead call StartFire().

Network: Dedicated Server only, or Listen Server for remote clients.

[edit] States

[edit] WeaponBeamFiring

Modifiers: simulated

[edit] WeaponBeamFiring.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] WeaponBeamFiring.EndState

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

When leaving the state, shut everything down

[edit] WeaponBeamFiring.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

[edit] WeaponBeamFiring.FireWeapon

function FireWeapon ()


[edit] WeaponBeamFiring.SetFlashLocation

simulated function SetFlashLocation (Object.Vector HitLocation)

Overrides: Weapon.SetFlashLocation (global)

This function sets up the Location of a hit to be replicated to all remote clients.

Network: Server only

[edit] WeaponRecharge

Modifiers: simulated

[edit] WeaponRecharge.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] WeaponRecharge.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] WeaponRecharge.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

[edit] WeaponRecharge.Charged

simulated function Charged ()


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