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UE3:UTVWeap_NightshadeGun (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_NightshadeGun |
Contents
- 1 Constants
- 2 Properties
- 2.1 AltFireModeChangeSound
- 2.2 bBeamHit
- 2.3 bShowDeployableName
- 2.4 Counts
- 2.5 DeployableIndex
- 2.6 DeployableList
- 2.7 DeployedItemSound
- 2.8 IconCoords
- 2.9 LinkBreakDelay
- 2.10 LinkedComponent
- 2.11 LinkedTo
- 2.12 LinkFlexibility
- 2.13 LinkStrength
- 2.14 MinimumDamage
- 2.15 MomentumTransfer
- 2.16 ReaccquireTimer
- 2.17 SavedDamage
- 2.18 VehicleHitEffect
- 2.19 Victim
- 2.20 Default values
- 2.21 Subobjects
- 3 Structs
- 4 Functions
- 4.1 Static functions
- 4.2 Events
- 4.3 Other instance functions
- 4.3.1 AttemptLinkTo
- 4.3.2 BestMode
- 4.3.3 CanHeal
- 4.3.4 ChangeDeployableCount
- 4.3.5 CustomFire
- 4.3.6 DeployableUsedUp
- 4.3.7 DeployItem
- 4.3.8 DrawWeaponCrosshair
- 4.3.9 FireAmmunition
- 4.3.10 GetDeployableCount
- 4.3.11 GetFireInterval
- 4.3.12 GetHumanReadableName
- 4.3.13 GetLinkedToLocation
- 4.3.14 HasAmmo
- 4.3.15 NextAvailableDeployableIndex
- 4.3.16 ProcessBeamHit
- 4.3.17 SelectWeapon
- 4.3.18 SendToFiringState
- 4.3.19 UnLink
- 4.3.20 UpdateBeam
- 5 States
- 5.1 WeaponBeamFiring
- 5.1.1 WeaponBeamFiring.BeginState
- 5.1.2 WeaponBeamFiring.EndState
- 5.1.3 WeaponBeamFiring.IsFiring
- 5.1.4 WeaponBeamFiring.Tick
- 5.1.5 WeaponBeamFiring.EndFire
- 5.1.6 WeaponBeamFiring.GetAdjustedFireMode
- 5.1.7 WeaponBeamFiring.RefireCheckTimer
- 5.1.8 WeaponBeamFiring.SetCurrentFireMode
- 5.1.9 WeaponBeamFiring.SetFlashLocation
- 5.1 WeaponBeamFiring
- Package:
- UTGame
- Direct subclasses:
- UTVWeap_StealthGunContent, UTVWeap_StealthBenderGold_Content
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Constants[edit]
NUMDEPLOYABLETYPES[edit]
Value: 4
Properties[edit]
AltFireModeChangeSound[edit]
Type: SoundCue
The sound to play when alt-fire mode is changed
bBeamHit[edit]
Type: bool
true if beam currently hitting target
bShowDeployableName[edit]
Type: bool
Counts[edit]
Type: int
Array size: 4 (NUMDEPLOYABLETYPES
)
DeployableIndex[edit]
Type: int
DeployableList[edit]
Type: DeployableData
Array size: 4 (NUMDEPLOYABLETYPES
)
DeployedItemSound[edit]
Type: SoundCue
Sound to play when an item is deployed
IconCoords[edit]
Type: UIRoot.TextureCoordinates
Array size: 4 (NUMDEPLOYABLETYPES
)
Holds the text UV's for each icon
LinkBreakDelay[edit]
Type: float
Holds the amount of time to maintain the link before breaking it. This is important so that you can pass through small objects without having to worry about regaining the link
LinkedComponent[edit]
Type: PrimitiveComponent
Holds the component we hit on the linked pawn, for determining the linked beam endpoint on multi-component actors (such as Onslaught powernodes)
LinkedTo[edit]
Type: Actor
Holds the Pawn that this weapon is linked to.
LinkFlexibility[edit]
Type: float
Holds the amount of flexibility of the link beam
LinkStrength[edit]
Type: int
Holds the current strength (in #s) of the link
MinimumDamage[edit]
Type: float
minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)
Default value: 5.0
MomentumTransfer[edit]
Type: float
Momentum transfer for link beam (per second)
Default value: 50000.0
ReaccquireTimer[edit]
Type: float
This is a time used with LinkBrekaDelay above
SavedDamage[edit]
Type: float
saved partial damage (in case of high frame rate
VehicleHitEffect[edit]
Type: UTPhysicalMaterialProperty.MaterialImpactEffect
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
Victim[edit]
Type: Actor
Holds the Actor currently being hit by the beam
Default values[edit]
Property | Value |
---|---|
AIRating | 0.71 |
bInstantHit | True |
CurrentRating | 0.71 |
FireInterval[0] | 0.16 |
FireInterval[1] | 1.5 |
FiringStatesArray[0] | 'WeaponBeamFiring' |
InstantHitDamage[0] | 120.0 |
InventoryGroup | 5 |
ItemName | "Nightshade" |
MaxFinalAimAdjustment | 0.9 |
WeaponFireTypes[1] | EWFT_Custom |
WeaponRange | 900.0 |
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.
Structs[edit]
DeployableData[edit]
Modifiers: native
- class<UTDeployable> DeployableClass
- Class of the actors that can be deployed (team specific)
- byte MaxCnt
- The Maximum number of deployables available to drop. Limited to 15
- Object.Vector DropOffset
- How far away from the vehicle should it be dropped
- array<Actor> Queue
Functions[edit]
Static functions[edit]
GetImpactEffect[edit]
Overrides: UTVehicleWeapon.GetImpactEffect
returns the impact effect that should be used for hits on the given actor and physical material
Events[edit]
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
GetDesiredAimPoint[edit]
Overrides: UTVehicleWeapon.GetDesiredAimPoint
GetDesiredAimPoint - Returns the desired aim given the current controller
Parameters:
- TargetActor - out) - if specified, set to the actor being aimed at
Returns:
- The location the controller is aiming at
PostBeginPlay[edit]
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
AttemptLinkTo[edit]
This function looks at how the beam is hitting and determines if this person is linkable
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanHeal[edit]
Overrides: UTWeapon.CanHeal
CanHeal() used by bot AI should return true if this weapon is able to heal Other
ChangeDeployableCount[edit]
Adjust the amount of ammo available for the deployable 'ammo' by the modification value
CustomFire[edit]
Overrides: Weapon.CustomFire
If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.
DeployableUsedUp[edit]
DeployItem[edit]
DrawWeaponCrosshair[edit]
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
FireAmmunition[edit]
Overrides: UTWeapon.FireAmmunition
Deactiveate Spawn Protection
GetDeployableCount[edit]
Return the amount of deployable 'ammo' available
GetFireInterval[edit]
Overrides: UTVehicleWeapon.GetFireInterval
(Description copied from UTVehicleWeapon.GetFireInterval)
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode.
Parameters:
- FireModeNum - fire mode
Returns:
- Period in seconds of firing mode
GetHumanReadableName[edit]
Overrides: Inventory.GetHumanReadableName
GetLinkedToLocation[edit]
Returns a vector that specifics the point of linking.
HasAmmo[edit]
Overrides: 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
NextAvailableDeployableIndex[edit]
Returns index of next available deployable
ProcessBeamHit[edit]
Process the hit info
SelectWeapon[edit]
SendToFiringState[edit]
Overrides: UTWeapon.SendToFiringState
Send weapon to proper firing state Also sets the CurrentFireMode. Network: LocalPlayer and Server
Parameters:
- FireModeNum - Fire Mode.
UnLink[edit]
Unlink this weapon from it's parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link
UpdateBeam[edit]
This function looks at who/what the beam is touching and deals with it accordingly. bInfoOnly is true when this function is called from a Tick. It causes the link portion to execute, but no damage/health is dealt out.
States[edit]
WeaponBeamFiring[edit]
State WeaponFiring See UTWeapon.WeaponFiring
Modifiers: simulated
WeaponBeamFiring.BeginState[edit]
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[edit]
Overrides: Object.EndState (global)
When leaving the state, shut everything down
WeaponBeamFiring.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.Tick[edit]
Overrides: Actor.Tick (global)
Update the beam and handle the effects
WeaponBeamFiring.EndFire[edit]
Overrides: UTVehicleWeapon.EndFire (global)
When done firing, we have to make sure we unlink the weapon.
WeaponBeamFiring.GetAdjustedFireMode[edit]
WeaponBeamFiring.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
In this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()
WeaponBeamFiring.SetCurrentFireMode[edit]
Overrides: Weapon.SetCurrentFireMode (global)
Set current firing mode. Network: Local Player and Server.
WeaponBeamFiring.SetFlashLocation[edit]
Overrides: Weapon.SetFlashLocation (global)
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only