Mostly Harmless
UE3:UTVWeap_DarkWalkerTurret (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_DarkWalkerTurret |
Contents
- 1 Properties
- 2 Functions
- 3 States
- 3.1 WeaponBeamFiring
- 3.1.1 WeaponBeamFiring.BeginState
- 3.1.2 WeaponBeamFiring.EndState
- 3.1.3 WeaponBeamFiring.GetPowerPerc
- 3.1.4 WeaponBeamFiring.IsFiring
- 3.1.5 WeaponBeamFiring.Tick
- 3.1.6 WeaponBeamFiring.ClientStopBeamFiring
- 3.1.7 WeaponBeamFiring.EndFire
- 3.1.8 WeaponBeamFiring.FiringDone
- 3.1.9 WeaponBeamFiring.ProcessInstantHit
- 3.1.10 WeaponBeamFiring.RefireCheckTimer
- 3.1.11 WeaponBeamFiring.StopBeamFiring
- 3.2 WeaponBeamRecharging
- 3.1 WeaponBeamFiring
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTVWeap_DarkWalkerTurret'[edit]
ZoomInInterpSpeed[edit]
Type: float
Modifiers: protected
interpolation speeds for zoom in/out when firing
Default value: 6.0
ZoomOutInterpSpeed[edit]
Type: float
Modifiers: protected
Default value: 3.0
Internal variables[edit]
bFromTimer[edit]
Type: bool
FireTime[edit]
Type: float
Default value: 1.5
MaxZoomDist[edit]
Type: float
Default value: 7000.0
MaxZoomFOV[edit]
Type: float
Default value: 22.0
MinZoomDist[edit]
Type: float
Default value: 1200.0
MinZoomFOV[edit]
Type: float
Default value: 55.0
RecentHitPawns[edit]
UTPawns the beam hit within the last FireInterval - don't allow damaging this again until the full FireInterval expires (instead of per tick) so that players with superhealth or armor can escape a beam that sweeps over them
RechargeTime[edit]
Type: float
Default value: 1.5
VehicleHitEffect[edit]
Type: UTPhysicalMaterialProperty.MaterialImpactEffect
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
ParticleTemplate | ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact_Damage' |
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AimingHelpRadius[0] | 60.0 | ||||
AmmoDisplayType | EAWDS_BarGraph | ||||
bInstantHit | True | ||||
DefaultImpactEffect |
|
||||
FireInterval[0] | 0.4 | ||||
FireTriggerTags[0] | 'MainTurretFire' | ||||
FiringStatesArray[0] | 'WeaponBeamFiring' | ||||
InstantHitDamage[0] | 120.0 | ||||
InstantHitDamageTypes[0] | Class'UTGameContent.UTDmgType_DarkWalkerTurretBeam' | ||||
InstantHitMomentum[0] | 60000.0 | ||||
ItemName | "DarkWalker" | ||||
VehicleClass | Class'UTGameContent.UTVehicle_DarkWalker_Content' | ||||
WeaponFireSnd[0] | SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamCue' | ||||
WeaponFireTypes[1] | EWFT_None | ||||
ZoomedTargetFOV | 22.0 |
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.
Functions[edit]
Static functions[edit]
GetImpactEffect[edit]
Overrides: UTVehicleWeapon.GetImpactEffect
returns the impact effect that should be used for hits on the given actor and physical material
Events[edit]
GetPowerPerc[edit]
Overrides: UTWeapon.GetPowerPerc
(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
Returns:
- the percentage of power ( 1.0 - 0.0 )
Other instance functions[edit]
ClientStopBeamFiring[edit]
StopBeamFiring[edit]
States[edit]
WeaponBeamFiring[edit]
State WeaponFiring See UTWeapon.WeaponFiring
Modifiers: simulated
WeaponBeamFiring.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).
WeaponBeamFiring.EndState[edit]
Overrides: Object.EndState (global)
When leaving the state, shut everything down
WeaponBeamFiring.GetPowerPerc[edit]
Overrides: GetPowerPerc (global)
(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
Returns:
- the percentage of power ( 1.0 - 0.0 )
WeaponBeamFiring.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.Tick[edit]
Overrides: Actor.Tick (global)
Update the beam and handle the effects
WeaponBeamFiring.ClientStopBeamFiring[edit]
Overrides: ClientStopBeamFiring (global)
WeaponBeamFiring.EndFire[edit]
Overrides: UTVehicleWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponBeamFiring.FiringDone[edit]
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.ProcessInstantHit[edit]
Overrides: UTWeapon.ProcessInstantHit (global)
(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server
Parameters:
- HitActor - Actor hit by trace
- AimDir - Aim direction of shot
- HitLocation - world location vector where HitActor was hit by trace
- HitNormal - hit normal vector
- HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..
WeaponBeamFiring.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponBeamFiring.StopBeamFiring[edit]
Overrides: StopBeamFiring (global)
WeaponBeamRecharging[edit]
Modifiers: simulated
WeaponBeamRecharging.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).
WeaponBeamRecharging.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.
WeaponBeamRecharging.GetPowerPerc[edit]
Overrides: GetPowerPerc (global)
(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
Returns:
- the percentage of power ( 1.0 - 0.0 )
WeaponBeamRecharging.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI