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UE3:UTBeamWeapon (UT3)
Contents
- 1 Properties
- 2 Instance functions
- 3 States
- 3.1 WeaponBeamFiring
- 3.1.1 WeaponBeamFiring.BeginState
- 3.1.2 WeaponBeamFiring.EndState
- 3.1.3 WeaponBeamFiring.IsFiring
- 3.1.4 WeaponBeamFiring.OnAnimEnd
- 3.1.5 WeaponBeamFiring.Tick
- 3.1.6 WeaponBeamFiring.EndFire
- 3.1.7 WeaponBeamFiring.PlayFireEffects
- 3.1.8 WeaponBeamFiring.RefireCheckTimer
- 3.1.9 WeaponBeamFiring.ShakeView
- 3.1.10 WeaponBeamFiring.TryPutDown
- 3.1 WeaponBeamFiring
- Package:
- UTGame
- Direct subclass:
- UTWeap_LinkGun
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
BeamWeapons have at least 1 firing state set to WeaponBeamFiring. This class contains all of the basics needed for that type of weapon
Properties
BeamEmitter
Type: ParticleSystemComponent
Array size: 2
Holds the Emitter for the Beam
BeamFireAnim
Type: name
Array size: 2
BeamPostFireAnim
Type: name
Array size: 2
BeamPreFireAnim
Type: name
Array size: 2
Animations to play before firing the beam
BeamSockets
Type: name
Array size: 2
Where to attach the Beam
BeamTemplate
Type: ParticleSystem
Array size: 2
The Particle System Template for the Beam
EndPointParamName
Type: name
The name of the EndPoint parameter
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Instance functions
AddBeamEmitter
DisplayDebug
Overrides: UTWeapon.DisplayDebug
(Description copied from UTWeapon.DisplayDebug)
list important Weapon variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
KillBeamEmitter
ProcessBeamHit
SetBeamEmitterHidden
UpdateBeam
This function looks at who/what the beam is touching and deals with it accordingly. bInfoOnly is true when this function is called from a Tick. It causes the link portion to execute, but no damage/health is dealt out.
UpdateBeamEmitter
States
WeaponBeamFiring
State WeaponFiring See UTWeapon.WeaponFiring
Modifiers: simulated
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).
WeaponBeamFiring.EndState
Overrides: Object.EndState (global)
When leaving the state, shut everything down
WeaponBeamFiring.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.OnAnimEnd
Overrides: Actor.OnAnimEnd (global)
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
WeaponBeamFiring.Tick
Overrides: Actor.Tick (global)
Update the beam and handle the effects
WeaponBeamFiring.EndFire
Overrides: UTWeapon.EndFire (global)
When done firing, we have to make sure we unlink the weapon.
WeaponBeamFiring.PlayFireEffects
Overrides: UTWeapon.PlayFireEffects (global)
PlayFireEffects Is the root function that handles all of the effects associated with a weapon. This function creates the 1st person effects. It should only be called on a locally controlled player.
WeaponBeamFiring.RefireCheckTimer
Overrides: UTWeapon.RefireCheckTimer (global)
In this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()
WeaponBeamFiring.ShakeView
Overrides: UTWeapon.ShakeView (global)
view shaking for the beam mode is handled in RefireCheckTimer()
WeaponBeamFiring.TryPutDown
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down