I'm a doctor, not a mechanic
UE3:UTVWeap_PaladinGun (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_PaladinGun |
Contents
- Package:
- UTGameContent
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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
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
Overrides: Actor.Tick
Other instance functions
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
HasAmmo
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
ShieldAgainstIncoming
States
ShieldActive
Extends: UTWeapon.WeaponFiring
Modifiers: simulated
ShieldActive.BeginState
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
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
Overrides: Tick (global)
ShieldActive.CanHitDesiredTarget
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
updates the shield health percent on the vehicle to be applied to the effects