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UE3:UTVWeap_FuryGun (UT3)
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
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTVWeap_FuryGun'
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
BeamMaxAimAdjustment
Type: float
how far off crosshair vehicle turret can be and still have beam adjusted to crosshair
ConsoleLockAim
Type: float
angle for locking for lock targets when on Console
LastBeamTarget
Type: Pawn
last pawn beam successfully hit
LockAim
Type: float
angle for locking for lock targets
MaxZoomDist
Type: float
Default value: 4000.0
MaxZoomFOV
Type: float
Default value: 22.0
MinZoomDist
Type: float
Default value: 1200.0
MinZoomFOV
Type: float
Default value: 55.0
PartialDamage
Type: float
stored up fractional damage since we check every tick but health/damage are integers
PawnHitEffect
Type: UTPhysicalMaterialProperty.MaterialImpactEffect
Default value:
Member | Value |
---|---|
000000,DecalDissolveParamName | |
DurationOfDecal | 4.0 |
ParticleTemplate | ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Grab' |
RechargePct
Type: float
RechargeTime
Type: float
Default values
Property | Value | ||||
---|---|---|---|---|---|
AmmoDisplayType | EAWDS_BarGraph | ||||
bFastRepeater | True | ||||
bInstantHit | True | ||||
DefaultImpactEffect |
|
||||
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
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
Secondary Fire
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
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
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)
WeaponBeamFiring.DealDamageTo
deals damage/momentum to the target we hit this tick
WeaponBeamFiring.EndFire
Overrides: UTVehicleWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponBeamFiring.FiringDone
called when fire time is up or player lets go of the button
WeaponBeamFiring.GetMaxFinalAimAdjustment
Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment (global)
WeaponBeamFiring.RefireCheckTimer
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponBeamFiring.SetFlashLocation
Overrides: Weapon.SetFlashLocation (global)
stubbed out so that CalcWeaponFire() in beam trace doesn't set FlashLocation when we might not want it
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