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UE3:UTVWeap_HellBenderPrimary (UT3)

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Revision as of 07:40, 23 May 2008 by (Talk)

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

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

Properties

LastFireTime

Type: float


ReChargeTime

Type: float


Default value: 3.0

Default values

Property Value
bFastRepeater True
bInstantHit True
bZoomedFireMode[1] 1
DefaultImpactEffect
Member Value
ParticleTemplate ParticleSystem'VH_Hellbender.Effects.P_VH_Hellbender_SecondImpact'
Sound SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
FireInterval[0] 0.5
FireTriggerTags[0] 'BackTurretFire'
InstantHitDamage[0] 180.0
InstantHitDamageTypes[0] Class'UTGameContent.UTDmgType_HellBenderPrimary'
InstantHitMomentum[0] 75000.0
ItemName "Hellbender Gunner"
VehicleClass Class'UTGameContent.UTVehicle_HellBender_Content'
WeaponFireSnd[0] SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_TurretFire'
WeaponFireTypes[1] EWFT_None
ZoomedRate 60.0
ZoomedTargetFOV 20.0

Subobjects

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Instance functions

InstantFire

simulated function InstantFire ()

Overrides: UTWeapon.InstantFire

Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects.

Network: Local Player and Server

PassThroughDamage

simulated function bool PassThroughDamage (Actor HitActor)

Overrides: Weapon.PassThroughDamage

returns true if should pass trace through this hitactor turret ignores shock balls fired by hellbender driver

ProcessInstantHit

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

Overrides: UTWeapon.ProcessInstantHit

(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..