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UE3:UTVWeap_LeviathanPrimary (UT3)

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

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

Properties

AcquireSound

Type: SoundCue

Ambient sound played while acquiring the target

PaintTime

Type: float

the amount of time the same target must be kept for the shot to go off

Default value: 2.0

RechargeTime

Type: float

How long after the shot does it take to recharge (should be the time of the effect)

Default value: 3.0

TargetLocation

Type: Object.Vector

current target location

TargetSlack

Type: float

units/sec player can move their aim and not reset the paint timer

Default value: 50.0

Default values

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

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Instance functions

CanAttack

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

return false if out of range, can't see target, etc.

ClientHasFired

reliable client function ClientHasFired ()


GetMaxFinalAimAdjustment

simulated function float GetMaxFinalAimAdjustment ()

Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment


NotifyVehicleDeployed

simulated function NotifyVehicleDeployed ()

Overrides: UTVehicleWeapon.NotifyVehicleDeployed

notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works

NotifyVehicleUndeployed

simulated function NotifyVehicleUndeployed ()

Overrides: UTVehicleWeapon.NotifyVehicleUndeployed


ProjectileFire

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.

SendToFiringState

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState

Don't send a zoomed fire mode in to a firing state

ServerStartFire

reliable server function ServerStartFire (byte FireModeNum)

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

WeaponBeamFiring

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.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamFiring.FireWeapon

function FireWeapon ()


WeaponBeamFiring.SetFlashLocation

simulated function SetFlashLocation (Object.Vector HitLocation)

Overrides: Weapon.SetFlashLocation (global)

This function sets up the Location of a hit to be replicated to all remote clients.

Network: Server only

WeaponRecharge

Modifiers: simulated

WeaponRecharge.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).

WeaponRecharge.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.

WeaponRecharge.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponRecharge.Charged

simulated function Charged ()