Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "Legacy:WeaponFire"
m |
m |
||
Line 1: | Line 1: | ||
− | {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Object| | + | {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Object|Object]] >> WeaponFire (Package: Engine)}} |
− | Weapons in [[Legacy: | + | Weapons in [[Legacy:UT2004|UT2004]] 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 : | + | ; [[Legacy:Weapon|Weapon]] Weapon : |
− | ; | + | ; [[Legacy:Pawn|Pawn]] Instigator : |
− | ; LevelInfo Level : | + | ; [[Legacy:LevelInfo|LevelInfo]] Level : |
− | ; Actor Owner : | + | ; [[Legacy:Actor|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 : | + | ; [[Legacy:Sound|Sound]] FireSound : |
− | ; Sound ReloadSound : | + | ; [[Legacy:Sound|Sound]] ReloadSound : |
− | ; Sound NoAmmoSound : | + | ; [[Legacy:Sound|Sound]] NoAmmoSound : |
− | === | + | ===ForceFeedback === |
− | ; | + | ; string FireForce : |
− | ; | + | ; string ReloadForce : |
− | ; | + | ; string NoAmmoForce : |
− | === | + | ===Timing === |
; float FireRate : seconds between shots | ; float FireRate : seconds between shots | ||
; float ServerStartFireTime : | ; float ServerStartFireTime : | ||
− | === | + | ===Ammo === |
− | ; class<Ammunition> AmmoClass : | + | ; class<[[Legacy:Ammunition|Ammunition]]> AmmoClass : |
; int AmmoPerFire : | ; int AmmoPerFire : | ||
; int AmmoClipSize : | ; int AmmoClipSize : | ||
Line 90: | Line 90: | ||
===AI === | ===AI === | ||
− | ; class<Projectile> ProjectileClass : | + | ; class<[[Legacy:Projectile|Projectile]]> ProjectileClass : |
; float BotRefireRate : | ; float BotRefireRate : | ||
; float WarnTargetPct : | ; float WarnTargetPct : | ||
− | ; class<xEmitter> FlashEmitterClass : | + | ; class<[[Legacy:XEmitter|xEmitter]]> FlashEmitterClass : |
− | ; xEmitter FlashEmitter : | + | ; [[Legacy:XEmitter|xEmitter]] FlashEmitter : |
− | ; class<xEmitter> SmokeEmitterClass : | + | ; class<[[Legacy:XEmitter|xEmitter]]> SmokeEmitterClass : |
− | ; xEmitter SmokeEmitter : | + | ; [[Legacy:XEmitter|xEmitter]] SmokeEmitter : |
; float AimError : 0=none 1000=quite a bit | ; float AimError : 0=none 1000=quite a bit | ||
Line 147: | Line 147: | ||
** TransRecall | ** TransRecall | ||
− | + | ==Related Topics == | |
− | + | [[Legacy:ReloadableWeapons|ReloadableWeapons]] | |
---- ---- | ---- ---- | ||
+ | |||
+ | '''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. I wouldnt mind adding a few tutorials in this area for multi-ammo weapons, reloading and spreadfire weapons like shotguns. I have some basic code of my own for ut2004 for these but its still a bit buggy so until I get things ironed out I wont waste your time. | ||
[[:Category:Legacy Class (UT2004)]]<br />[[:Category:Legacy Class Tree]]<br />[[:Category:Legacy To Do]] – add functions and bring properties into standard format | [[:Category:Legacy Class (UT2004)]]<br />[[:Category:Legacy Class Tree]]<br />[[:Category:Legacy To Do]] – add functions and bring properties into standard format |
Revision as of 00:41, 30 October 2005
Weapons in UT2004 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
- 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
ForceFeedback
- 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
Related Topics
----
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. I wouldnt mind adding a few tutorials in this area for multi-ammo weapons, reloading and spreadfire weapons like shotguns. I have some basic code of my own for ut2004 for these but its still a bit buggy so until I get things ironed out I wont waste your time.
Category:Legacy Class (UT2004)
Category:Legacy Class Tree
Category:Legacy To Do – add functions and bring properties into standard format