Cogito, ergo sum

UE3:UTVWeap_NightshadeGun (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_NightshadeGun
Package: 
UTGame
Direct subclasses:
UTVWeap_StealthGunContent, UTVWeap_StealthBenderGold_Content

Copyright 1998-2008 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
ItemName "Nightshade"
MaxFinalAimAdjustment 0.9
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

simulated static function UTPhysicalMaterialProperty.MaterialImpactEffect GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum)

Overrides: UTVehicleWeapon.GetImpactEffect

returns the impact effect that should be used for hits on the given actor and physical material

Events

Destroyed

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Event called when weapon actor is destroyed

GetDesiredAimPoint

simulated event Object.Vector GetDesiredAimPoint (optional out Actor TargetActor)

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

simulated event PostBeginPlay ()

Overrides: UTVehicleWeapon.PostBeginPlay

Initialize the weapon

Other instance functions

AttemptLinkTo

function AttemptLinkTo (Actor Who, PrimitiveComponent HitComponent)

This function looks at how the beam is hitting and determines if this person is linkable

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CanHeal

function bool CanHeal (Actor Other)

Overrides: UTWeapon.CanHeal

CanHeal() used by bot AI should return true if this weapon is able to heal Other

ChangeDeployableCount

function ChangeDeployableCount (int InDeployableIndex, int modification)

Adjust the amount of ammo available for the deployable 'ammo' by the modification value

CustomFire

simulated function 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

function DeployableUsedUp (Actor ChildDeployable)


DeployItem

function DeployItem ()


DrawWeaponCrosshair

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair

Draw the Crosshairs

FireAmmunition

simulated function FireAmmunition ()

Overrides: UTWeapon.FireAmmunition

Deactiveate Spawn Protection

GetDeployableCount

simulated function byte GetDeployableCount (int InDeployableIndex)

Return the amount of deployable 'ammo' available

GetFireInterval

simulated function float GetFireInterval (byte FireModeNum)

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

simulated function string GetHumanReadableName ()

Overrides: Inventory.GetHumanReadableName


GetLinkedToLocation

simulated function Object.Vector GetLinkedToLocation ()

Returns a vector that specifics the point of linking.

HasAmmo

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

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

simulated function bool NextAvailableDeployableIndex (int Direction, out int ResultIndex)

Returns index of next available deployable

ProcessBeamHit

simulated function ProcessBeamHit (Object.Vector StartTrace, Object.Vector AimDir, out Actor.ImpactInfo TestImpact, float DeltaTime)

Process the hit info

SelectWeapon

simulated function bool SelectWeapon (int WeaponNumber)


SendToFiringState

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState

Send weapon to proper firing state Also sets the CurrentFireMode. Network: LocalPlayer and Server

Parameters:

  • FireModeNum - Fire Mode.

UnLink

function UnLink (optional bool bDelayed)

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

simulated function UpdateBeam (float DeltaTime)

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

simulated event BeginState (name PreviousStateName)

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

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

When leaving the state, shut everything down

WeaponBeamFiring.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponBeamFiring.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)

Update the beam and handle the effects

WeaponBeamFiring.EndFire

simulated function EndFire (byte FireModeNum)

Overrides: UTVehicleWeapon.EndFire (global)

When done firing, we have to make sure we unlink the weapon.

WeaponBeamFiring.GetAdjustedFireMode

simulated function int GetAdjustedFireMode ()


WeaponBeamFiring.RefireCheckTimer

simulated function 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

simulated function SetCurrentFireMode (byte FiringModeNum)

Overrides: Weapon.SetCurrentFireMode (global)

Set current firing mode. Network: Local Player and Server.

WeaponBeamFiring.SetFlashLocation

function SetFlashLocation (Object.Vector HitLocation)

Overrides: Weapon.SetFlashLocation (global)

This function sets up the Location of a hit to be replicated to all remote clients.

Network: Server only