My program doesn't have bugs. It just develops random features.
UE3:UTVWeap_CicadaMissileLauncher (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_CicadaMissileLauncher |
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 4 States
- 4.1 WeaponFiringLoad
- 4.2 WeaponLoadAmmo
- 4.2.1 WeaponLoadAmmo.BeginState
- 4.2.2 WeaponLoadAmmo.EndState
- 4.2.3 WeaponLoadAmmo.IsFiring
- 4.2.4 WeaponLoadAmmo.RefireCheckTimer
- 4.2.5 WeaponLoadAmmo.CanAttack
- 4.2.6 WeaponLoadAmmo.DrawBrackets
- 4.2.7 WeaponLoadAmmo.DrawTarget
- 4.2.8 WeaponLoadAmmo.DrawWeaponCrosshair
- 4.2.9 WeaponLoadAmmo.GetCrosshairScaling
- 4.2.10 WeaponLoadAmmo.LoadRocket
- 4.2.11 WeaponLoadAmmo.SendToFiringState
- 4.2.12 WeaponLoadAmmo.TryPutdown
- 4.2.13 WeaponLoadAmmo.WeaponFireLoad
- Package:
- UTGameContent
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'CicadaWeapon'
AccelRate
Type: float
How fast should the rockets accelerate towards it's cross or away
Default value: 1500.0
LoadedFireTime
Type: float
Default value: 0.1
MaxRockets
Type: int
maximum number of rockets that can be loaded
Default value: 16
Internal variables
AltCrosshairBounceInTime
Type: float
Default value: 0.5
AltCrosshairBounceOutTime
Type: float
Default value: 0.33
CrosshairSlots
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
Type: SoundCue
Sound Effect to play when Locking
Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'
LockedTargetVect
Type: Object.Vector
if bLocked, all missiles will home to this location
LockPosition
Type: Object.Vector
position vehicle was at when lock was acquired
RocketLoader
Type: Controller
used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing
RocketsLoaded
Type: int
current number of rockets loaded
TargetRotYaw
Type: int
WeaponLoadSnd
Type: SoundCue
sound played when loading a rocket
Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileLoad'
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
Structs
CHSlot
Functions
Events
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
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanHitDesiredTarget
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
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
DrawLoadedCrosshair
DrawTarget
FindInitialTarget
FireLoadedRocket
GetAmmoCount
Overrides: UTWeapon.GetAmmoCount
ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
States
WeaponFiringLoad
Modifiers: simulated
WeaponFiringLoad.EndState
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
Overrides: DrawBrackets (global)
WeaponFiringLoad.DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponFiringLoad.FireLoadedRocket
Overrides: FireLoadedRocket (global)
WeaponFiringLoad.SendToFiringState
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponFiringLoad.TimeLoadedFiring
WeaponLoadAmmo
Modifiers: simulated
WeaponLoadAmmo.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).
WeaponLoadAmmo.EndState
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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.RefireCheckTimer
Overrides: UTWeapon.RefireCheckTimer (global)
This is the timer event for each shot
WeaponLoadAmmo.CanAttack
Overrides: UTWeapon.CanAttack (global)
return false if out of range, can't see target, etc.
WeaponLoadAmmo.DrawBrackets
Overrides: DrawBrackets (global)
WeaponLoadAmmo.DrawTarget
Overrides: DrawTarget (global)
WeaponLoadAmmo.DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponLoadAmmo.GetCrosshairScaling
Overrides: UTVehicleWeapon.GetCrosshairScaling (global)
WeaponLoadAmmo.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
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponLoadAmmo.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
Fire off a shot w/ effects