Cogito, ergo sum

UE3:UTVWeap_LeviathanTurretBase (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

bPutShieldUp

Type: bool

AI flag

bShieldActive

Type: bool

whether shield is currently up (can't state scope because can fire both modes simultaneously)

ShieldAvailableTime

Type: float

next time shield can be used

ShieldDuration

Type: float

how long the shield lasts

Default value: 4.0

ShieldRecharge

Type: float

how long after using the shield before it can be used again

Default value: 5.0

Default values

Property Value
AmmoDisplayType EAWDS_BarGraph
bFastRepeater True
bInstantHit True
WeaponFireTypes[1] EWFT_None

Subobjects

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Functions

Events

GetPowerPerc

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

BeginFire

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

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

DeactivateShield

simulated function DeactivateShield ()


HasAmmo

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

function NotifyShieldHit (int Damage)


States

WeaponFiring

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

simulated function BeginFire (byte FireModeNum)

Overrides: UTWeapon.WeaponFiring.BeginFire

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