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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
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
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 |
|
||||
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
Overrides: UTVehicleWeapon.GetImpactEffect
returns the impact effect that should be used for hits on the given actor and physical material
Events
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
StopBeamFiring
States
WeaponBeamFiring
State WeaponFiring See UTWeapon.WeaponFiring
Modifiers: simulated
WeaponBeamFiring.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).
WeaponBeamFiring.EndState
Overrides: Object.EndState (global)
When leaving the state, shut everything down
WeaponBeamFiring.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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.Tick
Overrides: Actor.Tick (global)
Update the beam and handle the effects
WeaponBeamFiring.ClientStopBeamFiring
Overrides: ClientStopBeamFiring (global)
WeaponBeamFiring.EndFire
Overrides: UTVehicleWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponBeamFiring.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
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
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponBeamFiring.StopBeamFiring
Overrides: StopBeamFiring (global)
WeaponBeamRecharging
Modifiers: simulated
WeaponBeamRecharging.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).
WeaponBeamRecharging.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.
WeaponBeamRecharging.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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI