Cogito, ergo sum
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
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
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
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
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
DeactivateShield
HasAmmo
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
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
Overrides: UTWeapon.WeaponFiring.BeginFire
We override BeginFire() to keep shield clicks from resetting the fire delay