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UE3:UTVWeap_ScavengerGun (UT3)
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| Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_ScavengerGun |
Contents
|
- 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] BeginFireSound
Type: SoundCue
Orb fires beam- non looping sound of initial fire
Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStart_Cue'
[edit] BlueBoltClass
Type: class<Projectile>
Projectile class for the blue scavenger bolt *
Default value: Class'UTGameContent.UTProj_ScavengerBoltBlue'
[edit] ConsoleLockAim
Type: float
angle for locking for lock targets when on Console
Default value: 0.9
[edit] CrossHairTexture
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
[edit] EndFireSound
Type: SoundCue
Orb stops beam- ending fire beam sound when loop stops
Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStop_Cue'
[edit] FireAmbLoop
Type: SoundCue
Orb fires beam- looping sound orbs laser locked on enemy target
[edit] LastCurrentTarget
Type: Actor
[edit] LockAim
Type: float
angle for locking for lock targets
Default value: 0.93
[edit] LockOnSound
Type: SoundCue
Targeting icon appears and quickly zooms to the target
Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_TargetLock_Cue'
[edit] MyScavenger
Type: UTVehicle_Scavenger
[edit] Tracer
Type: ParticleSystemComponent
[edit] TracerTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_AVRiL.Particles.P_WP_AVRiL_TargetBeam'
[edit] WeaponAmbientSound
Type: AudioComponent
Default value: AudioComponent'WeaponAmbientSoundComponent'
[edit] Default values
| Property | Value |
|---|---|
| bFastRepeater | True |
| bIgnoreSocketPitchRotation | True |
| bLeadTarget | False |
| Components[0] | AudioComponent'WeaponAmbientSoundComponent' |
| FireInterval[0] | 0.2 |
| FireTriggerTags[0] | 'MantaWeapon01' |
| FireTriggerTags[1] | 'MantaWeapon02' |
| ItemName | "Scavenger" |
| MaxFinalAimAdjustment | 0.966 |
| VehicleClass | Class'UTGameContent.UTVehicle_Scavenger_Content' |
| WeaponFireTypes[0] | EWFT_Custom |
| WeaponFireTypes[1] | EWFT_None |
| WeaponProjectiles[0] | Class'UTGameContent.UTProj_ScavengerBolt' |
[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] WeaponAmbientSoundComponent
Class: Engine.AudioComponent
| Property | Value |
|---|---|
| bShouldRemainActiveIfDropped | True |
| bStopWhenOwnerDestroyed | True |
| SoundCue | SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireLoop_Cue' |
[edit] Functions
[edit] Events
[edit] Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
[edit] ReplicatedEvent
Overrides: UTVehicleWeapon.ReplicatedEvent
[edit] Other instance functions
[edit] ActiveRenderOverlays
Overrides: UTWeapon.ActiveRenderOverlays
(Description copied from UTWeapon.ActiveRenderOverlays)
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
Parameters:
- HUD - HUD with canvas to draw on
[edit] 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] GetProjectileClass
Overrides: Weapon.GetProjectileClass
Returns the type of projectile to spawn. We use a function so subclasses can override it if needed (case in point, homing rockets).
[edit] ProcessInstantHit
Overrides: UTWeapon.ProcessInstantHit
(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server
Parameters:
- HitActor - Actor hit by trace
- AimDir - Aim direction of shot
- HitLocation - world location vector where HitActor was hit by trace
- HitNormal - hit normal vector
- HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..
[edit] SpawnTracer
[edit] StartTracerSounds
[edit] StopTracerSounds
[edit] States
[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.
