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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

Property group 'UTVWeap_DarkWalkerTurret'

ZoomInInterpSpeed

Type: float

Modifiers: protected

interpolation speeds for zoom in/out when firing

Default value: 6.0

ZoomOutInterpSpeed

Type: float

Modifiers: protected


Default value: 3.0

Internal variables

bFromTimer

Type: bool


FireTime

Type: float


Default value: 1.5

MaxZoomDist

Type: float


Default value: 7000.0

MaxZoomFOV

Type: float


Default value: 22.0

MinZoomDist

Type: float


Default value: 1200.0

MinZoomFOV

Type: float


Default value: 55.0

RecentHitPawns

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

Type: float


Default value: 1.5

VehicleHitEffect

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

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

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Functions

Static functions

GetImpactEffect

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

GetPowerPerc

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

ClientStopBeamFiring

reliable client function ClientStopBeamFiring ()


StopBeamFiring

function StopBeamFiring ()


States

WeaponBeamFiring

State WeaponFiring See UTWeapon.WeaponFiring

Modifiers: simulated

WeaponBeamFiring.BeginState

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

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

When leaving the state, shut everything down

WeaponBeamFiring.GetPowerPerc

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamFiring.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)

Update the beam and handle the effects

WeaponBeamFiring.ClientStopBeamFiring

reliable client function ClientStopBeamFiring ()

Overrides: ClientStopBeamFiring (global)


WeaponBeamFiring.EndFire

simulated function EndFire (byte FireModeNum)

Overrides: UTVehicleWeapon.EndFire (global)

We Override endfire to add support for zooming

WeaponBeamFiring.FiringDone

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

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

simulated function RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)


WeaponBeamFiring.StopBeamFiring

function StopBeamFiring ()

Overrides: StopBeamFiring (global)


WeaponBeamRecharging

Modifiers: simulated

WeaponBeamRecharging.BeginState

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

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

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamRecharging.RechargeDone

simulated function RechargeDone ()