I'm a doctor, not a mechanic

UE3:UTVWeap_PaladinGun (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_PaladinGun
Package: 
UTGameContent

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

Properties

Property group 'UTVWeap_PaladinGun'

MaxDelayTime

Type: float

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

Default value: 2.0

MaxShieldHealth

Type: float


Default value: 1200.0

ShieldRechargeRate

Type: float


Default value: 350.0

Internal variables

bPutShieldUp

Type: bool


CurrentDelayTime

Type: float


CurrentShieldHealth

Type: float


Default value: 1200.0

LastShieldHitTime

Type: float


Default values

Property Value
AmmoDisplayType EAWDS_BarGraph
bRecommendSplashDamage True
FireInterval[0] 2.0
FireInterval[1] 0.0
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

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Functions

Events

GetPowerPerc

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

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

HasAmmo

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

function NotifyShieldHit (int Damage)


ShieldAgainstIncoming

function ShieldAgainstIncoming (optional Projectile P)


States

ShieldActive

Extends: UTWeapon.WeaponFiring

Modifiers: simulated

ShieldActive.BeginState

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

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

simulated event Tick (float DeltaTime)

Overrides: Tick (global)


ShieldActive.CanHitDesiredTarget

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

simulated function UpdateShieldHealthPct ()

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