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

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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