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UE3:UTVWeap_FuryGun (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTVWeap_FuryGun'[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]

BeamMaxAimAdjustment[edit]

Type: float

how far off crosshair vehicle turret can be and still have beam adjusted to crosshair

Default value: 0.71

ConsoleLockAim[edit]

Type: float

angle for locking for lock targets when on Console

Default value: 0.991

LastBeamTarget[edit]

Type: Pawn

last pawn beam successfully hit

LockAim[edit]

Type: float

angle for locking for lock targets

Default value: 0.996

MaxZoomDist[edit]

Type: float


Default value: 4000.0

MaxZoomFOV[edit]

Type: float


Default value: 22.0

MinZoomDist[edit]

Type: float


Default value: 1200.0

MinZoomFOV[edit]

Type: float


Default value: 55.0

PartialDamage[edit]

Type: float

stored up fractional damage since we check every tick but health/damage are integers

PawnHitEffect[edit]

Type: UTPhysicalMaterialProperty.MaterialImpactEffect


Default value:

Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0
ParticleTemplate ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Grab'

RechargePct[edit]

Type: float


RechargeTime[edit]

Type: float


Default value: 0.5

Default values[edit]

Property Value
AmmoDisplayType EAWDS_BarGraph
bFastRepeater True
bInstantHit True
DefaultImpactEffect
Member Value
ParticleTemplate ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Impact'
FireInterval[0] 1.5
FireTriggerTags[0] 'RaptorWeapon01'
FireTriggerTags[1] 'RaptorWeapon02'
FiringStatesArray[0] 'WeaponBeamFiring'
InstantHitDamage[0] 200.0
InstantHitDamageTypes[0] Class'UTGameContent.UTDmgType_FuryBeam'
InstantHitMomentum[0] 100000.0
ItemName "Fury"
VehicleClass Class'UTGameContent.UTVehicle_Fury_Content'
WeaponFireTypes[1] EWFT_None
WeaponRange 4000.0
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

Secondary Fire

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]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

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)


WeaponBeamFiring.DealDamageTo[edit]

simulated function DealDamageTo (Actor Victim, int Damage, float DeltaTime, Object.Vector StartTrace)

deals damage/momentum to the target we hit this tick

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 ()

called when fire time is up or player lets go of the button

WeaponBeamFiring.GetMaxFinalAimAdjustment[edit]

simulated function float GetMaxFinalAimAdjustment ()

Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment (global)


WeaponBeamFiring.RefireCheckTimer[edit]

simulated function RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)


WeaponBeamFiring.SetFlashLocation[edit]

function SetFlashLocation (Object.Vector HitLocation)

Overrides: Weapon.SetFlashLocation (global)

stubbed out so that CalcWeaponFire() in beam trace doesn't set FlashLocation when we might not want it

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 NextStateName)

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 ()