Mostly Harmless

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

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

Default value: 0.71

ConsoleLockAim

Type: float

angle for locking for lock targets when on Console

Default value: 0.991

LastBeamTarget

Type: Pawn

last pawn beam successfully hit

LockAim

Type: float

angle for locking for lock targets

Default value: 0.996

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

RechargePct

Type: float


RechargeTime

Type: float


Default value: 0.5

Default values

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

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

Secondary Fire

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

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

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)


WeaponBeamFiring.DealDamageTo

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

deals damage/momentum to the target we hit this tick

WeaponBeamFiring.EndFire

simulated function EndFire (byte FireModeNum)

Overrides: UTVehicleWeapon.EndFire (global)

We Override endfire to add support for zooming

WeaponBeamFiring.FiringDone

simulated function FiringDone ()

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

WeaponBeamFiring.GetMaxFinalAimAdjustment

simulated function float GetMaxFinalAimAdjustment ()

Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment (global)


WeaponBeamFiring.RefireCheckTimer

simulated function RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)


WeaponBeamFiring.SetFlashLocation

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

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 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

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 ()