Mostly Harmless

UE3:UTVWeap_DarkWalkerTurret (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_DarkWalkerTurret
Package: 
UTGameContent

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]

Type: array<UTPawn>

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
Member Value
ParticleTemplate ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact'
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]

simulated static function UTPhysicalMaterialProperty.MaterialImpactEffect GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum)

Overrides: UTVehicleWeapon.GetImpactEffect

returns the impact effect that should be used for hits on the given actor and physical material

Events[edit]

GetPowerPerc[edit]

simulated event float GetPowerPerc ()

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]

reliable client function ClientStopBeamFiring ()


StopBeamFiring[edit]

function StopBeamFiring ()


States[edit]

WeaponBeamFiring[edit]

State WeaponFiring See UTWeapon.WeaponFiring

Modifiers: simulated

WeaponBeamFiring.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).

WeaponBeamFiring.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

When leaving the state, shut everything down

WeaponBeamFiring.GetPowerPerc[edit]

simulated event float GetPowerPerc ()

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]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamFiring.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)

Update the beam and handle the effects

WeaponBeamFiring.ClientStopBeamFiring[edit]

reliable client function ClientStopBeamFiring ()

Overrides: ClientStopBeamFiring (global)


WeaponBeamFiring.EndFire[edit]

simulated function EndFire (byte FireModeNum)

Overrides: UTVehicleWeapon.EndFire (global)

We Override endfire to add support for zooming

WeaponBeamFiring.FiringDone[edit]

simulated function FiringDone ()

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]

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

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]

simulated function RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)


WeaponBeamFiring.StopBeamFiring[edit]

function StopBeamFiring ()

Overrides: StopBeamFiring (global)


WeaponBeamRecharging[edit]

Modifiers: simulated

WeaponBeamRecharging.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).

WeaponBeamRecharging.EndState[edit]

simulated event EndState (name PreviousStateName)

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]

simulated event float GetPowerPerc ()

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]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamRecharging.RechargeDone[edit]

simulated function RechargeDone ()