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Difference between revisions of "UE3:UTVWeap PaladinGun (UT3)"

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how long after the last shield activation before it starts recharging again
 
how long after the last shield activation before it starts recharging again
  
'''Default value:''' 2.0
+
'''Default value:''' 2.5
  
 
====MaxShieldHealth====
 
====MaxShieldHealth====
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|-
 
|-
 
| {{tl|FireInterval||Weapon}}[0]
 
| {{tl|FireInterval||Weapon}}[0]
| 2.0
+
| 2.35
 
|-
 
|-
 
| {{tl|FireInterval||Weapon}}[1]
 
| {{tl|FireInterval||Weapon}}[1]
| 0.0
+
| 0.1
 
|-
 
|-
 
| {{tl|FireTriggerTags||UTVehicleWeapon}}[0]
 
| {{tl|FireTriggerTags||UTVehicleWeapon}}[0]

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_PaladinGun
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTVWeap_PaladinGun'[edit]

MaxDelayTime[edit]

Type: float

how long after the last shield activation before it starts recharging again

Default value: 2.5

MaxShieldHealth[edit]

Type: float


Default value: 1200.0

ShieldRechargeRate[edit]

Type: float


Default value: 350.0

Internal variables[edit]

bPutShieldUp[edit]

Type: bool


CurrentDelayTime[edit]

Type: float


CurrentShieldHealth[edit]

Type: float


Default value: 1200.0

LastShieldHitTime[edit]

Type: float


Default values[edit]

Property Value
AmmoDisplayType EAWDS_BarGraph
bRecommendSplashDamage True
FireInterval[0] 2.35
FireInterval[1] 0.1
FireTriggerTags[0] 'PrimaryFire'
FiringStatesArray[1] 'ShieldActive'
ItemName "Paladin"
VehicleClass Class'UTGameContent.UTVehicle_Paladin'
WeaponFireSnd[0] SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Fire'
WeaponFireTypes[0] EWFT_Projectile
WeaponFireTypes[1] EWFT_Custom
WeaponProjectiles[0] Class'UTGameContent.UTProj_PaladinEnergyBolt'

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.

Functions[edit]

Events[edit]

GetPowerPerc[edit]

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 )

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

HasAmmo[edit]

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[edit]

function NotifyShieldHit (int Damage)


ShieldAgainstIncoming[edit]

function ShieldAgainstIncoming (optional Projectile P)


States[edit]

ShieldActive[edit]

Extends: UTWeapon.WeaponFiring

Modifiers: simulated

ShieldActive.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.WeaponFiring.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ShieldActive.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: UTWeapon.WeaponFiring.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

ShieldActive.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Tick (global)


ShieldActive.CanHitDesiredTarget[edit]

simulated function bool CanHitDesiredTarget (Object.Vector SocketLocation, Object.Rotator SocketRotation, Object.Vector DesiredAimPoint, Actor TargetActor, out Object.Vector RealAimPoint)

Overrides: UTVehicleWeapon.CanHitDesiredTarget (global)

checks if the weapon is actually capable of hitting the desired target, including trace test (used by crosshair) if false because trace failed, RealAimPoint is set to what the trace hit

ShieldActive.UpdateShieldHealthPct[edit]

simulated function UpdateShieldHealthPct ()

updates the shield health percent on the vehicle to be applied to the effects