I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Difference between revisions of "UE3:UTVWeap CicadaMissileLauncher (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
m (1 revision)
 
Line 117: Line 117:
 
|}
 
|}
  
'''Default value, index 10:'''  
+
'''Default value, index 2:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 123: Line 123:
 
|-
 
|-
 
| gx
 
| gx
| 5.0
+
| 4.0
 
|-
 
|-
 
| gy
 
| gy
Line 129: Line 129:
 
|-
 
|-
 
| u
 
| u
| 33.0
+
| 24.0
 
|-
 
|-
 
| ul
 
| ul
| 10.0
+
| 9.0
 
|-
 
|-
 
| v
 
| v
Line 141: Line 141:
 
|-
 
|-
 
| xOfst
 
| xOfst
| -14.0
+
| -24.0
 
|-
 
|-
 
| yOfst
 
| yOfst
Line 147: Line 147:
 
|}
 
|}
  
'''Default value, index 11:'''  
+
'''Default value, index 3:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 153: Line 153:
 
|-
 
|-
 
| gx
 
| gx
| 6.0
+
| 5.0
 
|-
 
|-
 
| gy
 
| gy
Line 159: Line 159:
 
|-
 
|-
 
| u
 
| u
| 43.0
+
| 33.0
 
|-
 
|-
 
| ul
 
| ul
| -10.0
+
| -9.0
 
|-
 
|-
 
| v
 
| v
Line 171: Line 171:
 
|-
 
|-
 
| xOfst
 
| xOfst
| 5.0
+
| 15.0
 
|-
 
|-
 
| yOfst
 
| yOfst
Line 177: Line 177:
 
|}
 
|}
  
'''Default value, index 12:'''  
+
'''Default value, index 4:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 183: Line 183:
 
|-
 
|-
 
| gx
 
| gx
| 5.0
+
| 4.0
 
|-
 
|-
 
| gy
 
| gy
Line 189: Line 189:
 
|-
 
|-
 
| u
 
| u
| 33.0
+
| 24.0
 
|-
 
|-
 
| ul
 
| ul
| 10.0
+
| 9.0
 
|-
 
|-
 
| v
 
| v
Line 201: Line 201:
 
|-
 
|-
 
| xOfst
 
| xOfst
| -14.0
+
| -24.0
 
|}
 
|}
  
'''Default value, index 13:'''  
+
'''Default value, index 5:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 228: Line 228:
 
|-
 
|-
 
| xOfst
 
| xOfst
| 5.0
+
| 15.0
 
|}
 
|}
  
'''Default value, index 14:'''  
+
'''Default value, index 6:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 237: Line 237:
 
|-
 
|-
 
| gx
 
| gx
| 6.0
+
| 7.0
 
|-
 
|-
 
| gy
 
| gy
| 6.0
+
| 5.0
 
|-
 
|-
 
| u
 
| u
| 36.0
+
| 24.0
 
|-
 
|-
 
| ul
 
| ul
Line 255: Line 255:
 
|-
 
|-
 
| xOfst
 
| xOfst
| -12.0
+
| -24.0
 
|-
 
|-
 
| yOfst
 
| yOfst
Line 261: Line 261:
 
|}
 
|}
  
'''Default value, index 15:'''  
+
'''Default value, index 7:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 267: Line 267:
 
|-
 
|-
 
| gx
 
| gx
| 7.0
+
| 5.0
 
|-
 
|-
 
| gy
 
| gy
| 6.0
+
| 5.0
 
|-
 
|-
 
| u
 
| u
| 48.0
+
| 36.0
 
|-
 
|-
 
| ul
 
| ul
Line 283: Line 283:
 
| vl
 
| vl
 
| 10.0
 
| 10.0
 +
|-
 +
| xOfst
 +
| 12.0
 
|-
 
|-
 
| yOfst
 
| yOfst
Line 288: Line 291:
 
|}
 
|}
  
'''Default value, index 16:'''  
+
'''Default value, index 8:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 294: Line 297:
 
|-
 
|-
 
| gx
 
| gx
| 4.0
+
| 6.0
 
|-
 
|-
 
| gy
 
| gy
| 6.0
+
| 5.0
 
|-
 
|-
 
| u
 
| u
| 24.0
+
| 36.0
 
|-
 
|-
 
| ul
 
| ul
| 9.0
+
| 12.0
 
|-
 
|-
 
| v
 
| v
| 332.0
+
| 322.0
 
|-
 
|-
 
| vl
 
| vl
| 11.0
+
| 10.0
 
|-
 
|-
 
| xOfst
 
| xOfst
| -24.0
+
| -12.0
 
|-
 
|-
 
| yOfst
 
| yOfst
| -11.0
+
| -21.0
 
|}
 
|}
  
'''Default value, index 17:'''  
+
'''Default value, index 9:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 324: Line 327:
 
|-
 
|-
 
| gx
 
| gx
| 5.0
+
| 7.0
 
|-
 
|-
 
| gy
 
| gy
| 6.0
+
| 5.0
 
|-
 
|-
 
| u
 
| u
| 33.0
+
| 48.0
 
|-
 
|-
 
| ul
 
| ul
| -9.0
+
| -12.0
 
|-
 
|-
 
| v
 
| v
| 332.0
+
| 322.0
 
|-
 
|-
 
| vl
 
| vl
| 11.0
+
| 10.0
|-
+
| xOfst
+
| 15.0
+
 
|-
 
|-
 
| yOfst
 
| yOfst
| -11.0
+
| -21.0
 
|}
 
|}
  
'''Default value, index 18:'''  
+
'''Default value, index 10:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 354: Line 354:
 
|-
 
|-
 
| gx
 
| gx
| 4.0
+
| 5.0
 
|-
 
|-
 
| gy
 
| gy
Line 360: Line 360:
 
|-
 
|-
 
| u
 
| u
| 24.0
+
| 33.0
 
|-
 
|-
 
| ul
 
| ul
| 9.0
+
| 10.0
 
|-
 
|-
 
| v
 
| v
| 343.0
+
| 332.0
 
|-
 
|-
 
| vl
 
| vl
| 12.0
+
| 11.0
 
|-
 
|-
 
| xOfst
 
| xOfst
| -24.0
+
| -14.0
 +
|-
 +
| yOfst
 +
| -11.0
 
|}
 
|}
  
'''Default value, index 19:'''  
+
'''Default value, index 11:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 381: Line 384:
 
|-
 
|-
 
| gx
 
| gx
| 5.0
+
| 6.0
 
|-
 
|-
 
| gy
 
| gy
Line 387: Line 390:
 
|-
 
|-
 
| u
 
| u
| 33.0
+
| 43.0
 
|-
 
|-
 
| ul
 
| ul
| -9.0
+
| -10.0
 
|-
 
|-
 
| v
 
| v
| 343.0
+
| 332.0
 
|-
 
|-
 
| vl
 
| vl
| 12.0
+
| 11.0
 
|-
 
|-
 
| xOfst
 
| xOfst
| 15.0
+
| 5.0
 +
|-
 +
| yOfst
 +
| -11.0
 
|}
 
|}
  
'''Default value, index 20:'''  
+
'''Default value, index 12:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 408: Line 414:
 
|-
 
|-
 
| gx
 
| gx
| 7.0
+
| 5.0
 
|-
 
|-
 
| gy
 
| gy
| 5.0
+
| 6.0
 
|-
 
|-
 
| u
 
| u
| 24.0
+
| 33.0
 
|-
 
|-
 
| ul
 
| ul
| 12.0
+
| 10.0
 
|-
 
|-
 
| v
 
| v
| 355.0
+
| 343.0
 
|-
 
|-
 
| vl
 
| vl
| 10.0
+
| 12.0
 
|-
 
|-
 
| xOfst
 
| xOfst
| -24.0
+
| -14.0
|-
+
| yOfst
+
| 12.0
+
 
|}
 
|}
  
'''Default value, index 21:'''  
+
'''Default value, index 13:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 441: Line 444:
 
|-
 
|-
 
| gy
 
| gy
| 5.0
+
| 6.0
 
|-
 
|-
 
| u
 
| u
| 36.0
+
| 33.0
 
|-
 
|-
 
| ul
 
| ul
| -12.0
+
| -9.0
 
|-
 
|-
 
| v
 
| v
| 355.0
+
| 343.0
 
|-
 
|-
 
| vl
 
| vl
| 10.0
+
| 12.0
 
|-
 
|-
 
| xOfst
 
| xOfst
| 12.0
+
| 5.0
|-
+
| yOfst
+
| 12.0
+
 
|}
 
|}
  
'''Default value, index 22:'''  
+
'''Default value, index 14:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 471: Line 471:
 
|-
 
|-
 
| gy
 
| gy
| 5.0
+
| 6.0
 
|-
 
|-
 
| u
 
| u
Line 480: Line 480:
 
|-
 
|-
 
| v
 
| v
| 322.0
+
| 355.0
 
|-
 
|-
 
| vl
 
| vl
Line 489: Line 489:
 
|-
 
|-
 
| yOfst
 
| yOfst
| -21.0
+
| 12.0
 
|}
 
|}
  
'''Default value, index 23:'''  
+
'''Default value, index 15:'''  
 
{| class="list defaults"
 
{| class="list defaults"
 
! {{tl|CHSlot|||Member}}
 
! {{tl|CHSlot|||Member}}
Line 501: Line 501:
 
|-
 
|-
 
| gy
 
| gy
| 5.0
+
| 6.0
 
|-
 
|-
 
| u
 
| u
Line 510: Line 510:
 
|-
 
|-
 
| v
 
| v
| 322.0
+
| 355.0
 
|-
 
|-
 
| vl
 
| vl
Line 516: Line 516:
 
|-
 
|-
 
| yOfst
 
| yOfst
| -21.0
+
| 12.0
 
|}
 
|}
  

Latest revision as of 01:27, 26 July 2008

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaMissileLauncher
Package: 
UTGameContent
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'CicadaWeapon'[edit]

AccelRate[edit]

Type: float

How fast should the rockets accelerate towards it's cross or away

Default value: 1500.0

LoadedFireTime[edit]

Type: float


Default value: 0.1

MaxRockets[edit]

Type: int

maximum number of rockets that can be loaded

Default value: 16

Internal variables[edit]

AltCrosshairBounceInTime[edit]

Type: float


Default value: 0.5

AltCrosshairBounceOutTime[edit]

Type: float


Default value: 0.33

CrosshairSlots[edit]

Type: CHSlot

Array size: 16


Default value, index 0:

Member Value
gx 7.0
gy 5.0
u 24.0
ul 12.0
v 322.0
vl 10.0
xOfst -24.0
yOfst -21.0

Default value, index 1:

Member Value
gx 5.0
gy 5.0
u 36.0
ul -12.0
v 322.0
vl 10.0
xOfst 12.0
yOfst -21.0

Default value, index 2:

Member Value
gx 4.0
gy 6.0
u 24.0
ul 9.0
v 332.0
vl 11.0
xOfst -24.0
yOfst -11.0

Default value, index 3:

Member Value
gx 5.0
gy 6.0
u 33.0
ul -9.0
v 332.0
vl 11.0
xOfst 15.0
yOfst -11.0

Default value, index 4:

Member Value
gx 4.0
gy 6.0
u 24.0
ul 9.0
v 343.0
vl 12.0
xOfst -24.0

Default value, index 5:

Member Value
gx 5.0
gy 6.0
u 33.0
ul -9.0
v 343.0
vl 12.0
xOfst 15.0

Default value, index 6:

Member Value
gx 7.0
gy 5.0
u 24.0
ul 12.0
v 355.0
vl 10.0
xOfst -24.0
yOfst 12.0

Default value, index 7:

Member Value
gx 5.0
gy 5.0
u 36.0
ul -12.0
v 355.0
vl 10.0
xOfst 12.0
yOfst 12.0

Default value, index 8:

Member Value
gx 6.0
gy 5.0
u 36.0
ul 12.0
v 322.0
vl 10.0
xOfst -12.0
yOfst -21.0

Default value, index 9:

Member Value
gx 7.0
gy 5.0
u 48.0
ul -12.0
v 322.0
vl 10.0
yOfst -21.0

Default value, index 10:

Member Value
gx 5.0
gy 6.0
u 33.0
ul 10.0
v 332.0
vl 11.0
xOfst -14.0
yOfst -11.0

Default value, index 11:

Member Value
gx 6.0
gy 6.0
u 43.0
ul -10.0
v 332.0
vl 11.0
xOfst 5.0
yOfst -11.0

Default value, index 12:

Member Value
gx 5.0
gy 6.0
u 33.0
ul 10.0
v 343.0
vl 12.0
xOfst -14.0

Default value, index 13:

Member Value
gx 5.0
gy 6.0
u 33.0
ul -9.0
v 343.0
vl 12.0
xOfst 5.0

Default value, index 14:

Member Value
gx 6.0
gy 6.0
u 36.0
ul 12.0
v 355.0
vl 10.0
xOfst -12.0
yOfst 12.0

Default value, index 15:

Member Value
gx 7.0
gy 6.0
u 48.0
ul -12.0
v 355.0
vl 10.0
yOfst 12.0

LockAcquiredSound[edit]

Type: SoundCue

Sound Effect to play when Locking

Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'

LockedTargetVect[edit]

Type: Object.Vector

if bLocked, all missiles will home to this location

LockPosition[edit]

Type: Object.Vector

position vehicle was at when lock was acquired

RocketLoader[edit]

Type: Controller

used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing

RocketsLoaded[edit]

Type: int

current number of rockets loaded

TargetRotYaw[edit]

Type: int


WeaponLoadSnd[edit]

Type: SoundCue

sound played when loading a rocket

Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileLoad'

Default values[edit]

Property Value
AltFireTriggerTags[0] 'CicadaWeapon01'
AltFireTriggerTags[1] 'CicadaWeapon02'
bFastRepeater True
FireInterval[0] 0.25
FireInterval[1] 0.5
FireTriggerTags[0] 'CicadaWeapon01'
FireTriggerTags[1] 'CicadaWeapon02'
FiringStatesArray[1] 'WeaponLoadAmmo'
ItemName "Cicada"
VehicleClass Class'UTGameContent.UTVehicle_Cicada_Content'
WeaponFireSnd[0] SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_Fire'
WeaponFireSnd[1] SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileEject'
WeaponFireTypes[0] EWFT_Custom
WeaponProjectiles[0] Class'UTGameContent.UTProj_CicadaRocket'
WeaponProjectiles[1] Class'UTGameContent.UTProj_CicadaRocket'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Structs[edit]

CHSlot[edit]

float
float
float ul 
float vl 
float xOfst 
float yOfst 
float gx 
float gy 
float FadeTime 

Functions[edit]

Events[edit]

IsAimCorrect[edit]

simulated event bool IsAimCorrect ()

Overrides: UTVehicleWeapon.IsAimCorrect

(Description copied from UTVehicleWeapon.IsAimCorrect)
IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly

Returns:

TRUE if we can hit where the controller is aiming

Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CanHitDesiredTarget[edit]

simulated function bool CanHitDesiredTarget (Object.Vector SocketLocation, Object.Rotator SocketRotation, Object.Vector DesiredAimPoint, Actor TargetActor, out Object.Vector RealAimPoint)

Overrides: UTVehicleWeapon.CanHitDesiredTarget

checks if the weapon is actually capable of hitting the desired target, including trace test (used by crosshair) if false because trace failed, RealAimPoint is set to what the trace hit

CustomFire[edit]

simulated function 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.

DrawBrackets[edit]

simulated function DrawBrackets (UTHUD H, float CX, float CY)


DrawLoadedCrosshair[edit]

simulated function DrawLoadedCrosshair (HUD HUD)


DrawTarget[edit]

simulated function DrawTarget (UTHUD H)


FindInitialTarget[edit]

function Object.Vector FindInitialTarget (bool bAdjustUp, Object.Vector AdjustLoc)


FireLoadedRocket[edit]

function FireLoadedRocket ()


GetAmmoCount[edit]

simulated function int GetAmmoCount ()

Overrides: UTWeapon.GetAmmoCount


ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.

States[edit]

WeaponFiringLoad[edit]

Modifiers: simulated

WeaponFiringLoad.EndState[edit]

simulated event EndState (name NextStateName)

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.

WeaponFiringLoad.DrawBrackets[edit]

simulated function DrawBrackets (UTHUD H, float CX, float CY)

Overrides: DrawBrackets (global)


WeaponFiringLoad.DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)

Draw the Crosshairs

WeaponFiringLoad.FireLoadedRocket[edit]

simulated function FireLoadedRocket ()

Overrides: FireLoadedRocket (global)


WeaponFiringLoad.SendToFiringState[edit]

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

Don't send a zoomed fire mode in to a firing state

WeaponFiringLoad.TimeLoadedFiring[edit]

simulated function TimeLoadedFiring ()


WeaponLoadAmmo[edit]

Modifiers: simulated

WeaponLoadAmmo.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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).

WeaponLoadAmmo.EndState[edit]

simulated event EndState (name NextStateName)

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.

WeaponLoadAmmo.IsFiring[edit]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponLoadAmmo.RefireCheckTimer[edit]

simulated event RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)

This is the timer event for each shot

WeaponLoadAmmo.CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack (global)

return false if out of range, can't see target, etc.

WeaponLoadAmmo.DrawBrackets[edit]

simulated function DrawBrackets (UTHUD H, float CX, float CY)

Overrides: DrawBrackets (global)


WeaponLoadAmmo.DrawTarget[edit]

simulated function DrawTarget (UTHUD H)

Overrides: DrawTarget (global)


WeaponLoadAmmo.DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)

Draw the Crosshairs

WeaponLoadAmmo.GetCrosshairScaling[edit]

simulated function GetCrosshairScaling (HUD HUD)

Overrides: UTVehicleWeapon.GetCrosshairScaling (global)


WeaponLoadAmmo.LoadRocket[edit]

simulated function LoadRocket ()

Adds a rocket to the count and uses up some ammo. In addition, it plays a sound so that other pawns in the world can hear it.

WeaponLoadAmmo.SendToFiringState[edit]

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

Don't send a zoomed fire mode in to a firing state

WeaponLoadAmmo.TryPutdown[edit]

simulated function bool 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

WeaponLoadAmmo.WeaponFireLoad[edit]

simulated function WeaponFireLoad ()

Fire off a shot w/ effects