My program doesn't have bugs. It just develops random features.
Difference between revisions of "Legacy:WeaponFire"
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− | {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Object| | + | {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Object|object]] >> WeaponFire (Package: Engine)}} |
− | Weapons in [[Legacy: | + | Weapons in [[Legacy:UT2003|UT2003]] have been divided up into multiple actors, of which this one is intimately involved. WeaponFire actors and their children form the FireMode[i] array in [[Legacy:Weapon|Weapon]] which manifests itself on the screen as the different modes of firing a weapon can do (typically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, etc. |
==Properties == | ==Properties == | ||
Line 33: | Line 33: | ||
; float NextTimerPop : | ; float NextTimerPop : | ||
− | ; | + | ; Weapon Weapon : |
− | ; | + | ; pawn Instigator : |
− | ; | + | ; LevelInfo Level : |
− | ; | + | ; Actor Owner : |
; float NextFireTime : | ; float NextFireTime : | ||
Line 48: | Line 48: | ||
===animation === | ===animation === | ||
− | ; | + | ; Name PreFireAnim : |
− | ; | + | ; Name FireAnim : |
− | ; | + | ; Name FireLoopAnim : |
− | ; | + | ; Name FireEndAnim : |
− | ; | + | ; Name ReloadAnim : |
; float PreFireAnimRate : | ; float PreFireAnimRate : | ||
Line 61: | Line 61: | ||
; float TweenTime : | ; float TweenTime : | ||
− | === | + | ===sound === |
− | ; | + | ; Sound FireSound : |
− | ; | + | ; Sound ReloadSound : |
− | ; | + | ; Sound NoAmmoSound : |
− | === | + | ===Force Feedback === |
− | ; | + | ; String FireForce : |
− | ; | + | ; String ReloadForce : |
− | ; | + | ; String NoAmmoForce : |
− | === | + | ===timing === |
; float FireRate : seconds between shots | ; float FireRate : seconds between shots | ||
; float ServerStartFireTime : | ; float ServerStartFireTime : | ||
− | === | + | ===ammo === |
− | ; class< | + | ; class<Ammunition> AmmoClass : |
; int AmmoPerFire : | ; int AmmoPerFire : | ||
; int AmmoClipSize : | ; int AmmoClipSize : | ||
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===AI === | ===AI === | ||
− | ; class< | + | ; class<Projectile> ProjectileClass : |
; float BotRefireRate : | ; float BotRefireRate : | ||
; float WarnTargetPct : | ; float WarnTargetPct : | ||
− | ; class< | + | ; class<xEmitter> FlashEmitterClass : |
− | ; | + | ; xEmitter FlashEmitter : |
− | ; class< | + | ; class<xEmitter> SmokeEmitterClass : |
− | ; | + | ; xEmitter SmokeEmitter : |
; float AimError : 0=none 1000=quite a bit | ; float AimError : 0=none 1000=quite a bit | ||
Line 109: | Line 109: | ||
==Known Subclasses == | ==Known Subclasses == | ||
* WeaponFire | * WeaponFire | ||
− | ** | + | ** BallTarget |
− | ** | + | ** FM_Turret_AltFire_Shield |
− | ** | + | ** FM_Turret_AltFire_Minigun |
− | ** | + | ** InstantFire |
− | *** | + | *** AssualtFire |
− | *** | + | *** ClassicSniperFire |
− | *** | + | *** FM_SpaceFighter_InstantHitLaser |
− | *** | + | *** FM_Turret_IonCannon_Fire |
− | *** | + | *** FM_Turret_Minigun_Fire |
− | *** | + | *** MinigunFire |
− | *** | + | *** ShockBeamFire |
− | *** | + | *** SniperFire |
− | ** | + | ** LinkFire |
− | ** | + | ** PainterFire |
− | ** | + | ** PainterZoom |
− | ** | + | ** ProjectileFire |
− | *** | + | *** AssaultGrenade |
− | *** | + | *** BallShoot |
− | *** | + | *** BioChargedFire |
− | *** | + | *** BioFire |
− | *** | + | *** FlakAltFire |
− | *** | + | *** FlakFire |
− | *** | + | *** FM_BallTurret_Fire |
− | *** | + | *** FM_LinkTurret_Fire |
− | *** | + | *** FM_Sentinel_Fire |
− | *** | + | *** FM_SpaceFighter_AltFire |
− | *** | + | *** LinkAltFire |
− | *** | + | *** ONSAVRiLFire |
− | *** | + | *** RedeemerFire |
− | *** | + | *** RocketFire |
− | *** | + | *** RocketMultiFire |
− | *** | + | *** ShockProjFire |
− | *** | + | *** TransFire |
− | ** | + | ** ShieldAltFire |
− | ** | + | ** ShieldFire |
− | ** | + | ** SniperZoom |
− | ** | + | ** TransRecall |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
---- ---- | ---- ---- | ||
− | '''OlympusMons:''' Need to get some stuff happening for the ut2004 weaponfire class. Ok so I did pretty much straight from the source but comments will be addded | + | '''OlympusMons:''' Need to get some stuff happening for the ut2004 weaponfire class. Ok so I did pretty much straight from the source but comments will be addded. |
− | + | ||
− | + | ||
---- ---- | ---- ---- |
Revision as of 17:21, 5 October 2005
Weapons in UT2003 have been divided up into multiple actors, of which this one is intimately involved. WeaponFire actors and their children form the FireMode[i] array in Weapon which manifests itself on the screen as the different modes of firing a weapon can do (typically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, etc.
Contents
Properties
- bool bSplashDamage
- bool bSplashJump
- bool bRecommendSplashDamage
- bool bTossed
- bool bLeadTarget
- bool bInstantHit
other useful stuff
- bool bPawnRapidFireAnim
- for determining what anim the firer should play
- bool bReflective
- bool bTimerLoop
- bool bFireOnRelease
- if true, shot will be fired when button is released, HoldTime will be the time the button was held for
- bool bWaitForRelease
- if true, fire button must be released between each shot
- bool bModeExclusive
- if true, no other fire modes can be active at the same time as this one
- bool bIsFiring
- bool bNowWaiting
- bool bServerDelayStopFire
- bool bServerDelayStartFire
- bool bInstantStop
muzzle flash & smoke
- bool bAttachSmokeEmitter
- bool bAttachFlashEmitter
timer
- float TimerInterval
- float NextTimerPop
- Weapon Weapon
- pawn Instigator
- LevelInfo Level
- Actor Owner
- float NextFireTime
- float PreFireTime
- seconds before first shot
- float MaxHoldTime
- float HoldTime
- int ThisModeNum
- float TransientSoundVolume
- float TransientSoundRadius
animation
- Name PreFireAnim
- Name FireAnim
- Name FireLoopAnim
- Name FireEndAnim
- Name ReloadAnim
- float PreFireAnimRate
- float FireAnimRate
- float FireLoopAnimRate
- float FireEndAnimRate
- float ReloadAnimRate
- float TweenTime
sound
- Sound FireSound
- Sound ReloadSound
- Sound NoAmmoSound
Force Feedback
- String FireForce
- String ReloadForce
- String NoAmmoForce
timing
- float FireRate
- seconds between shots
- float ServerStartFireTime
ammo
- class<Ammunition> AmmoClass
- int AmmoPerFire
- int AmmoClipSize
- float Load
camera shakes
- vector ShakeRotMag
- how far to rot view
- vector ShakeRotRate
- how fast to rot view
- float ShakeRotTime
- how much time to rot the instigator's view
- vector ShakeOffsetMag
- max view offset vertically
- vector ShakeOffsetRate
- how fast to offset view vertically
- float ShakeOffsetTime
- how much time to offset view
AI
- class<Projectile> ProjectileClass
- float BotRefireRate
- float WarnTargetPct
- class<xEmitter> FlashEmitterClass
- xEmitter FlashEmitter
- class<xEmitter> SmokeEmitterClass
- xEmitter SmokeEmitter
- float AimError
- 0=none 1000=quite a bit
- float Spread
- rotator units. no relation to AimError
- enum ESpreadStyle (SpreadStyle)
- SS_None
-
- SS_Random
- spread is max random angle deviation
- SS_Line
- spread is angle between each projectile
- SS_Ring
Known Subclasses
- WeaponFire
- BallTarget
- FM_Turret_AltFire_Shield
- FM_Turret_AltFire_Minigun
- InstantFire
- AssualtFire
- ClassicSniperFire
- FM_SpaceFighter_InstantHitLaser
- FM_Turret_IonCannon_Fire
- FM_Turret_Minigun_Fire
- MinigunFire
- ShockBeamFire
- SniperFire
- LinkFire
- PainterFire
- PainterZoom
- ProjectileFire
- AssaultGrenade
- BallShoot
- BioChargedFire
- BioFire
- FlakAltFire
- FlakFire
- FM_BallTurret_Fire
- FM_LinkTurret_Fire
- FM_Sentinel_Fire
- FM_SpaceFighter_AltFire
- LinkAltFire
- ONSAVRiLFire
- RedeemerFire
- RocketFire
- RocketMultiFire
- ShockProjFire
- TransFire
- ShieldAltFire
- ShieldFire
- SniperZoom
- TransRecall
----
OlympusMons: Need to get some stuff happening for the ut2004 weaponfire class. Ok so I did pretty much straight from the source but comments will be addded.
----
Category:Legacy Class (UT2004)
Category:Legacy Class Tree
Category:Legacy To Do – add functions and bring properties into standard format