My program doesn't have bugs. It just develops random features.
UE3:UTVWeap_LeviathanTurretBase (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_LeviathanTurretBase |
Contents
- Package:
- UTGame
- Direct subclasses:
- UTVWeap_LeviathanTurretBeam, UTVWeap_LeviathanTurretRocket, UTVWeap_LeviathanTurretShock, UTVWeap_LeviathanTurretStinger
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bPutShieldUp[edit]
Type: bool
AI flag
bShieldActive[edit]
Type: bool
whether shield is currently up (can't state scope because can fire both modes simultaneously)
ShieldAvailableTime[edit]
Type: float
next time shield can be used
ShieldDuration[edit]
Type: float
how long the shield lasts
Default value: 4.0
ShieldRecharge[edit]
Type: float
how long after using the shield before it can be used again
Default value: 5.0
Default values[edit]
Property | Value |
---|---|
AmmoDisplayType | EAWDS_BarGraph |
bFastRepeater | True |
bInstantHit | True |
WeaponFireTypes[1] | EWFT_None |
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.
Functions[edit]
Events[edit]
GetPowerPerc[edit]
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[edit]
BeginFire[edit]
Overrides: UTVehicleWeapon.BeginFire
BeginFire is the point at which the server and client sync up their code path. It's job is to set the weapon in to the firing state. Network: LocalPlayer and Server
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
DeactivateShield[edit]
HasAmmo[edit]
Overrides: UTWeapon.HasAmmo
(Description copied from UTWeapon.HasAmmo)
This function checks to see if the weapon has any ammo available for a given fire mode.
Parameters:
- FireModeNum - The Fire Mode to Test For
- Amount - Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost
NotifyShieldHit[edit]
States[edit]
WeaponFiring[edit]
State WeaponFiring This is the default Firing State. It's performed on both the client and the server.
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.BeginFire[edit]
Overrides: UTWeapon.WeaponFiring.BeginFire
We override BeginFire() to keep shield clicks from resetting the fire delay