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UE3:UTVWeap_LeviathanPrimary (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_LeviathanPrimary |
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AcquireSound[edit]
Type: SoundCue
Ambient sound played while acquiring the target
PaintTime[edit]
Type: float
the amount of time the same target must be kept for the shot to go off
Default value: 2.0
RechargeTime[edit]
Type: float
How long after the shot does it take to recharge (should be the time of the effect)
Default value: 3.0
TargetLocation[edit]
Type: Object.Vector
current target location
TargetSlack[edit]
Type: float
units/sec player can move their aim and not reset the paint timer
Default value: 50.0
Default values[edit]
Property | Value |
---|---|
bCanDestroyBarricades | True |
bFastRepeater | True |
bZoomedFireMode[1] | 1 |
FireInterval[0] | 0.3 |
FireTriggerTags[0] | 'DriverMF_L' |
FireTriggerTags[1] | 'DriverMF_R' |
ItemName | "Leviathan" |
Spread[0] | 0.015 |
VehicleClass | Class'UTGameContent.UTVehicle_Leviathan_Content' |
WeaponFireSnd[0] | SoundCue'A_Vehicle_leviathan.SoundCues.A_Vehicle_Leviathan_TurretFire' |
WeaponFireTypes[0] | EWFT_Projectile |
WeaponFireTypes[1] | EWFT_None |
WeaponProjectiles[0] | Class'UTGameContent.UTProj_LeviathanBolt' |
ZoomedRate | 60.0 |
ZoomedTargetFOV | 20.0 |
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.
Instance functions[edit]
CanAttack[edit]
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
ClientHasFired[edit]
GetMaxFinalAimAdjustment[edit]
Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment
NotifyVehicleDeployed[edit]
Overrides: UTVehicleWeapon.NotifyVehicleDeployed
notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works
NotifyVehicleUndeployed[edit]
Overrides: UTVehicleWeapon.NotifyVehicleUndeployed
ProjectileFire[edit]
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
SendToFiringState[edit]
Overrides: UTWeapon.SendToFiringState
Don't send a zoomed fire mode in to a firing state
ServerStartFire[edit]
Overrides: UTWeapon.ServerStartFire
When StartFire() is called on a client, it replicates the start by calling ServerStartFire. This begins the event on server. Server side actors (such as bots) should not call ServerStartFire directly and should instead call StartFire().
Network: Dedicated Server only, or Listen Server for remote clients.
States[edit]
WeaponBeamFiring[edit]
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.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.FireWeapon[edit]
WeaponBeamFiring.SetFlashLocation[edit]
Overrides: Weapon.SetFlashLocation (global)
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
WeaponRecharge[edit]
Modifiers: simulated
WeaponRecharge.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).
WeaponRecharge.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.
WeaponRecharge.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI