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UE3:UTVWeap_LeviathanTurretBase (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_LeviathanTurretBase
Package: 
UTGame
Direct subclasses:
UTVWeap_LeviathanTurretBeam, UTVWeap_LeviathanTurretRocket, UTVWeap_LeviathanTurretShock, UTVWeap_LeviathanTurretStinger

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]

simulated event float GetPowerPerc ()

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]

simulated function BeginFire (byte FireModeNum)

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]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

DeactivateShield[edit]

simulated function DeactivateShield ()


HasAmmo[edit]

simulated function bool HasAmmo (byte FireModeNum, optional int Amount)

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]

function NotifyShieldHit (int Damage)


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]

simulated function BeginFire (byte FireModeNum)

Overrides: UTWeapon.WeaponFiring.BeginFire

We override BeginFire() to keep shield clicks from resetting the fire delay