I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE3:UTVWeap_SPMACannon (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_SPMACannon |
- Package:
- UTGame
- Direct subclass:
- UTVWeap_SPMACannon_Content
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 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bCanHitTargetVector[edit]
Type: bool
BoomSound[edit]
Type: SoundCue
IncomingSound[edit]
Type: SoundCue
IncomingTargetLoc[edit]
Type: Object.Vector
LastCanAttackTime[edit]
Type: float
ReadyToFireSound[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue'
RemoteCamera[edit]
Type: UTProj_SPMACamera
Holds a link to the remote camera
TargetVelocity[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
AmmoDisplayType | EAWDS_BarGraph |
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]
CalcTargetVelocity[edit]
Calculates the velocity needed to lob a SPMA shell to a destination. Returns true if the SPMA can hit the currently target vector
GetPhysFireStartLocation[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 )
IsAimCorrect[edit]
Overrides: UTVehicleWeapon.IsAimCorrect
IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly
Returns:
- TRUE if we can hit where the controller is aiming
PostBeginPlay[edit]
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
BeginFire[edit]
Overrides: UTVehicleWeapon.BeginFire
Override BeginFire and restrict firing when the vehicle isn't deployed
Parameters:
- FireModeNum - 0 = Fire | 1 = AltFire
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanAttack[edit]
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
DisconnectCamera[edit]
Called by a SPMA camera projectile, this handles the disconnection in terms of the gun and the vehicle/pawn.
Parameters:
- Camera - The remote camera to disconnect
DrawWeaponCrosshair[edit]
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EnableFriendlyWarningCrosshair[edit]
Overrides: UTWeapon.EnableFriendlyWarningCrosshair
Don't show the 'friendly dont shoot' indicator when aiming to fire a camera.
GetProjectileClass[edit]
Overrides: Weapon.GetProjectileClass
If we do not have a camera out, force a camera
HolderDied[edit]
Overrides: Weapon.HolderDied
Pawn holding this weapon as active weapon just died.
PlayIncomingSound[edit]
ProjectileFire[edit]
Overrides: UTVehicleWeapon.ProjectileFire
In the case of Alt-Fire, handle the camera
RangedAttackTime[edit]
Overrides: Weapon.RangedAttackTime
RecommendLongRangedAttack[edit]
Overrides: Weapon.RecommendLongRangedAttack
States[edit]
WeaponFiring[edit]
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.RefireCheckTimer[edit]
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Play sound effect when weapon is ready to fire