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[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]
Functions[edit]
Events[edit]
IsAimCorrect[edit]
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]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanHitDesiredTarget[edit]
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]
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]
DrawLoadedCrosshair[edit]
DrawTarget[edit]
FindInitialTarget[edit]
FireLoadedRocket[edit]
GetAmmoCount[edit]
Overrides: UTWeapon.GetAmmoCount
ProjectileFire[edit]
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]
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]
Overrides: DrawBrackets (global)
WeaponFiringLoad.DrawWeaponCrosshair[edit]
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponFiringLoad.FireLoadedRocket[edit]
Overrides: FireLoadedRocket (global)
WeaponFiringLoad.SendToFiringState[edit]
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponFiringLoad.TimeLoadedFiring[edit]
WeaponLoadAmmo[edit]
Modifiers: simulated
WeaponLoadAmmo.BeginState[edit]
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]
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]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
This is the timer event for each shot
WeaponLoadAmmo.CanAttack[edit]
Overrides: UTWeapon.CanAttack (global)
return false if out of range, can't see target, etc.
WeaponLoadAmmo.DrawBrackets[edit]
Overrides: DrawBrackets (global)
WeaponLoadAmmo.DrawTarget[edit]
Overrides: DrawTarget (global)
WeaponLoadAmmo.DrawWeaponCrosshair[edit]
Overrides: UTVehicleWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponLoadAmmo.GetCrosshairScaling[edit]
Overrides: UTVehicleWeapon.GetCrosshairScaling (global)
WeaponLoadAmmo.LoadRocket[edit]
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]
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponLoadAmmo.TryPutdown[edit]
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]
Fire off a shot w/ effects