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Difference between revisions of "UE3:UTVWeap FuryGun (UT3)"
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how far off crosshair vehicle turret can be and still have beam adjusted to crosshair | how far off crosshair vehicle turret can be and still have beam adjusted to crosshair | ||
+ | |||
+ | '''Default value:''' 0.71 | ||
====ConsoleLockAim==== | ====ConsoleLockAim==== | ||
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angle for locking for lock targets when on Console | angle for locking for lock targets when on Console | ||
+ | |||
+ | '''Default value:''' 0.991 | ||
====LastBeamTarget==== | ====LastBeamTarget==== | ||
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angle for locking for lock targets | angle for locking for lock targets | ||
+ | |||
+ | '''Default value:''' 0.996 | ||
====MaxZoomDist==== | ====MaxZoomDist==== | ||
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! Value | ! Value | ||
|- | |- | ||
− | | | + | | DecalDissolveParamName |
− | | | + | | 'DissolveAmount' |
|- | |- | ||
| DurationOfDecal | | DurationOfDecal | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | '''Default value:''' 0.5 | ||
===Default values=== | ===Default values=== | ||
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| {{cl|ParticleSystem}}'VH_Fury.Effects.P_VH_Fury_Beam_Impact' | | {{cl|ParticleSystem}}'VH_Fury.Effects.P_VH_Fury_Beam_Impact' | ||
|} | |} | ||
+ | |- | ||
+ | | {{tl|FireInterval||Weapon}}[0] | ||
+ | | 1.5 | ||
|- | |- | ||
| {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | | {{tl|FireTriggerTags||UTVehicleWeapon}}[0] |
Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_FuryGun |
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.DealDamageTo
- 3.1.7 WeaponBeamFiring.EndFire
- 3.1.8 WeaponBeamFiring.FiringDone
- 3.1.9 WeaponBeamFiring.GetMaxFinalAimAdjustment
- 3.1.10 WeaponBeamFiring.RefireCheckTimer
- 3.1.11 WeaponBeamFiring.SetFlashLocation
- 3.2 WeaponBeamRecharging
- 3.1 WeaponBeamFiring
- Package:
- UTGameContent
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||
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]
Overrides: UTVehicleWeapon.GetImpactEffect
Secondary Fire
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]
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
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)
WeaponBeamFiring.DealDamageTo[edit]
deals damage/momentum to the target we hit this tick
WeaponBeamFiring.EndFire[edit]
Overrides: UTVehicleWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponBeamFiring.FiringDone[edit]
called when fire time is up or player lets go of the button
WeaponBeamFiring.GetMaxFinalAimAdjustment[edit]
Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment (global)
WeaponBeamFiring.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponBeamFiring.SetFlashLocation[edit]
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]
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