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UE3:UTVWeap_RaptorGun (UT3)

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

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

Properties[edit]

ConsoleLockAim[edit]

Type: float

angle for locking for lock targets when on Console

Default value: 0.9

LastLockTime[edit]

Type: float

Used to show lock symbol on crosshair

LockAcquiredSound[edit]

Type: SoundCue

Sound Effects to play when Locking

Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'

LockAim[edit]

Type: float

angle for locking for lock targets

Default value: 0.93

LockRange[edit]

Type: float

How far out should we be considering actors for a lock

Default value: 15000.0

Default values[edit]

Property Value
bFastRepeater True
FireInterval[0] 0.2
FireInterval[1] 1.2
FireTriggerTags[0] 'RaptorWeapon01'
FireTriggerTags[1] 'RaptorWeapon02'
ItemName "Raptor"
VehicleClass Class'UTGameContent.UTVehicle_Raptor_Content'
WeaponFireSnd[0] SoundCue'A_Vehicle_Raptor.SoundCues.A_Vehicle_Raptor_Fire'
WeaponFireSnd[1] SoundCue'A_Vehicle_Raptor.SoundCues.A_Vehicle_Raptor_AltFire'
WeaponFireTypes[0] EWFT_Projectile
WeaponFireTypes[1] EWFT_Projectile
WeaponProjectiles[0] Class'UTGameContent.UTProj_RaptorBolt'
WeaponProjectiles[1] Class'UTGameContent.UTProj_RaptorRocket'

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.

Instance functions[edit]

ActiveRenderOverlays[edit]

simulated function ActiveRenderOverlays (HUD H)

Overrides: UTWeapon.ActiveRenderOverlays

Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)

Parameters:

  • HUD - HUD with canvas to draw on

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

ClientSetLock[edit]

unreliable simulated client function ClientSetLock ()


GetProjectileClass[edit]

function class<ProjectileGetProjectileClass ()

Overrides: Weapon.GetProjectileClass

Returns the type of projectile to spawn. We use a function so subclasses can override it if needed (case in point, homing rockets).

MaxRange[edit]

simulated function float MaxRange ()

Overrides: Weapon.MaxRange

Returns the Maximum Range for this weapon

ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.