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UE3:UTVWeap_RaptorGun (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_RaptorGun |
Contents
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
ConsoleLockAim
Type: float
angle for locking for lock targets when on Console
Default value: 0.9
LastLockTime
Type: float
Used to show lock symbol on crosshair
LockAcquiredSound
Type: SoundCue
Sound Effects to play when Locking
Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'
LockAim
Type: float
angle for locking for lock targets
Default value: 0.93
LockRange
Type: float
How far out should we be considering actors for a lock
Default value: 15000.0
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
Instance functions
ActiveRenderOverlays
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
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
ClientSetLock
GetProjectileClass
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
Overrides: Weapon.MaxRange
Returns the Maximum Range for this weapon
ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.