Mostly Harmless
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
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
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
ClientHasFired
GetMaxFinalAimAdjustment
Overrides: UTVehicleWeapon.GetMaxFinalAimAdjustment
NotifyVehicleDeployed
Overrides: UTVehicleWeapon.NotifyVehicleDeployed
notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works
NotifyVehicleUndeployed
Overrides: UTVehicleWeapon.NotifyVehicleUndeployed
ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
SendToFiringState
Overrides: UTWeapon.SendToFiringState
Don't send a zoomed fire mode in to a firing state
ServerStartFire
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
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.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.FireWeapon
WeaponBeamFiring.SetFlashLocation
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
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
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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI