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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. | + | '''Default value:''' 2.5 |
====MaxShieldHealth==== | ====MaxShieldHealth==== | ||
Line 70: | Line 70: | ||
|- | |- | ||
| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
− | | 2. | + | | 2.35 |
|- | |- | ||
| {{tl|FireInterval||Weapon}}[1] | | {{tl|FireInterval||Weapon}}[1] | ||
− | | 0. | + | | 0.1 |
|- | |- | ||
| {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | | {{tl|FireTriggerTags||UTVehicleWeapon}}[0] |
Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_PaladinGun |
Contents
- Package:
- UTGameContent
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[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]
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]
Overrides: Actor.Tick
Other instance functions[edit]
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
HasAmmo[edit]
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]
ShieldAgainstIncoming[edit]
States[edit]
ShieldActive[edit]
Extends: UTWeapon.WeaponFiring
Modifiers: simulated
ShieldActive.BeginState[edit]
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]
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]
Overrides: Tick (global)
ShieldActive.CanHitDesiredTarget[edit]
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]
updates the shield health percent on the vehicle to be applied to the effects