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UE3:UTVWeap_LeviathanPrimary (UT3)
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| Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_LeviathanPrimary |
- Package:
- UTGameContent
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} 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] 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
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
[edit] ClientHasFired
[edit] GetMaxFinalAimAdjustment
Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment
[edit] NotifyVehicleDeployed
Overrides: UTVehicleWeapon.NotifyVehicleDeployed
notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works
[edit] NotifyVehicleUndeployed
Overrides: UTVehicleWeapon.NotifyVehicleUndeployed
[edit] ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
[edit] SendToFiringState
Overrides: UTWeapon.SendToFiringState
Don't send a zoomed fire mode in to a firing state
[edit] ServerStartFire
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
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
Overrides: Object.EndState (global)
When leaving the state, shut everything down
[edit] WeaponBeamFiring.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
[edit] WeaponBeamFiring.FireWeapon
[edit] WeaponBeamFiring.SetFlashLocation
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
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
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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
