Mostly Harmless
Difference between revisions of "UE3:UTVWeap NightshadeGun (UT3)"
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! Value | ! Value | ||
|- | |- | ||
− | | | + | | DecalDissolveParamName |
− | | | + | | 'DissolveAmount' |
|- | |- | ||
| DurationOfDecal | | DurationOfDecal | ||
Line 143: | Line 143: | ||
! Property | ! Property | ||
! Value | ! Value | ||
+ | |- | ||
+ | | {{tl|AIRating||Weapon}} | ||
+ | | 0.71 | ||
|- | |- | ||
| {{tl|bInstantHit||Weapon}} | | {{tl|bInstantHit||Weapon}} | ||
| True | | True | ||
+ | |- | ||
+ | | {{tl|CurrentRating||UTWeapon internal variables}} | ||
+ | | 0.71 | ||
|- | |- | ||
| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
− | | 0. | + | | 0.16 |
+ | |- | ||
+ | | {{tl|FireInterval||Weapon}}[1] | ||
+ | | 1.5 | ||
|- | |- | ||
| {{tl|FiringStatesArray||Weapon}}[0] | | {{tl|FiringStatesArray||Weapon}}[0] |
Revision as of 07:40, 23 May 2008
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
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.
Constants
NUMDEPLOYABLETYPES
Value: 4
Properties
AltFireModeChangeSound
Type: SoundCue
The sound to play when alt-fire mode is changed
bBeamHit
Type: bool
true if beam currently hitting target
bShowDeployableName
Type: bool
Counts
Type: int
Array size: 4 (NUMDEPLOYABLETYPES
)
DeployableIndex
Type: int
DeployableList
Type: DeployableData
Array size: 4 (NUMDEPLOYABLETYPES
)
DeployedItemSound
Type: SoundCue
Sound to play when an item is deployed
IconCoords
Type: UIRoot.TextureCoordinates
Array size: 4 (NUMDEPLOYABLETYPES
)
Holds the text UV's for each icon
LinkBreakDelay
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
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
Type: Actor
Holds the Pawn that this weapon is linked to.
LinkFlexibility
Type: float
Holds the amount of flexibility of the link beam
LinkStrength
Type: int
Holds the current strength (in #s) of the link
MinimumDamage
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
Type: float
Momentum transfer for link beam (per second)
Default value: 50000.0
ReaccquireTimer
Type: float
This is a time used with LinkBrekaDelay above
SavedDamage
Type: float
saved partial damage (in case of high frame rate
VehicleHitEffect
Type: UTPhysicalMaterialProperty.MaterialImpactEffect
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
Victim
Type: Actor
Holds the Actor currently being hit by the beam
Default values
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 |
WeaponFireTypes[1] | EWFT_Custom |
WeaponRange | 900.0 |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
Structs
DeployableData
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
Static functions
GetImpactEffect
Overrides: UTVehicleWeapon.GetImpactEffect
returns the impact effect that should be used for hits on the given actor and physical material
Events
Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
PostBeginPlay
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
AttemptLinkTo
This function looks at how the beam is hitting and determines if this person is linkable
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanHeal
Overrides: UTWeapon.CanHeal
CanHeal() used by bot AI should return true if this weapon is able to heal Other
ChangeDeployableCount
Adjust the amount of ammo available for the deployable 'ammo' by the modification value
CustomFire
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
DeployItem
DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
FireAmmunition
Overrides: UTWeapon.FireAmmunition
Deactiveate Spawn Protection
GetDeployableCount
Return the amount of deployable 'ammo' available
GetFireInterval
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
Overrides: Inventory.GetHumanReadableName
GetLinkedToLocation
Returns a vector that specifics the point of linking.
HasAmmo
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
Returns index of next available deployable
ProcessBeamHit
Process the hit info
SelectWeapon
SendToFiringState
Overrides: UTWeapon.SendToFiringState
Send weapon to proper firing state Also sets the CurrentFireMode. Network: LocalPlayer and Server
Parameters:
- FireModeNum - Fire Mode.
UnLink
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
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
WeaponBeamFiring
State WeaponFiring See UTWeapon.WeaponFiring
Modifiers: simulated
WeaponBeamFiring.BeginState
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
Overrides: Object.EndState (global)
When leaving the state, shut everything down
WeaponBeamFiring.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponBeamFiring.Tick
Overrides: Actor.Tick (global)
Update the beam and handle the effects
WeaponBeamFiring.EndFire
Overrides: UTVehicleWeapon.EndFire (global)
When done firing, we have to make sure we unlink the weapon.
WeaponBeamFiring.GetAdjustedFireMode
WeaponBeamFiring.RefireCheckTimer
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
Overrides: Weapon.SetCurrentFireMode (global)
Set current firing mode. Network: Local Player and Server.
WeaponBeamFiring.SetFlashLocation
Overrides: Weapon.SetFlashLocation (global)
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only