UE3:UTVWeap SPMACannon (UT3): Difference between revisions
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Copyright 1998- | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | ||
==Properties== | ==Properties== | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
====ReadyToFireSound==== | |||
'''Type:''' {{cl|SoundCue}} | |||
<!-- enter variable description --> | |||
'''Default value:''' {{cl|SoundCue}}'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue' | |||
====RemoteCamera==== | ====RemoteCamera==== | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
===Default values=== | |||
{| class="list defaults" | |||
! Property | |||
! Value | |||
|- | |||
| {{tl|AmmoDisplayType||UTWeapon internal variables}} | |||
| {{tl|AmmoWidgetDisplayStyle||UTWeapon|EAWDS_BarGraph}} | |||
|} | |||
===Subobjects=== | ===Subobjects=== | ||
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<!-- enter event description --> | <!-- enter event description --> | ||
====GetPowerPerc==== | |||
{{code|simulated event [[float]] '''GetPowerPerc''' ()}} | |||
'''Overrides:''' {{tl|GetPowerPerc|UTWeapon}} | |||
''(Description copied from {{tl|GetPowerPerc|UTWeapon}})''<br/> | |||
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==== | ====IsAimCorrect==== | ||
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'''Returns:''' | '''Returns:''' | ||
:TRUE if we can hit where the controller is aiming | :TRUE if we can hit where the controller is aiming | ||
====PostBeginPlay==== | |||
{{code|simulated event '''PostBeginPlay''' ()}} | |||
'''Overrides:''' {{tl|PostBeginPlay|UTVehicleWeapon}} | |||
Initialize the weapon | |||
===Other instance functions=== | ===Other instance functions=== | ||
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'''Overrides:''' {{tl|BeginFire|UTVehicleWeapon}} | '''Overrides:''' {{tl|BeginFire|UTVehicleWeapon}} | ||
BeginFire | Override BeginFire and restrict firing when the vehicle isn't deployed | ||
'''Parameters:''' | |||
* ''FireModeNum'' - 0 = Fire | 1 = AltFire | |||
====BestMode==== | ====BestMode==== | ||
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In the case of Alt-Fire, handle the camera | In the case of Alt-Fire, handle the camera | ||
====RangedAttackTime==== | |||
{{code|function [[float]] '''RangedAttackTime''' ()}} | |||
'''Overrides:''' {{tl|RangedAttackTime|Weapon|instance functions}} | |||
<!-- enter function description --> | |||
====RecommendLongRangedAttack==== | |||
{{code|function [[bool]] '''RecommendLongRangedAttack''' ()}} | |||
'''Overrides:''' {{tl|RecommendLongRangedAttack|Weapon|instance functions}} | |||
<!-- enter function description --> | |||
==States== | |||
===WeaponFiring=== | |||
<!-- enter state description --> | |||
'''Inherits from:''' {{tl|WeaponFiring|UTWeapon}} | |||
'''[[States#Modifiers|Modifiers]]:''' simulated | |||
====WeaponFiring.RefireCheckTimer==== | |||
{{code|simulated event '''RefireCheckTimer''' ()}} | |||
'''Overrides:''' {{tl|WeaponFiring.RefireCheckTimer|Weapon}} | |||
Play sound effect when weapon is ready to fire |
Latest revision as of 07:21, 16 August 2009
![]() |
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
bCanHitTargetVector
Type: bool
BoomSound
Type: SoundCue
IncomingSound
Type: SoundCue
IncomingTargetLoc
Type: Object.Vector
LastCanAttackTime
Type: float
ReadyToFireSound
Type: SoundCue
Default value: SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue'
RemoteCamera
Type: UTProj_SPMACamera
Holds a link to the remote camera
TargetVelocity
Type: Object.Vector
Default values
Property | Value |
---|---|
AmmoDisplayType | EAWDS_BarGraph |
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
CalcTargetVelocity
Calculates the velocity needed to lob a SPMA shell to a destination. Returns true if the SPMA can hit the currently target vector
GetPhysFireStartLocation
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 )
IsAimCorrect
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
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
BeginFire
Overrides: UTVehicleWeapon.BeginFire
Override BeginFire and restrict firing when the vehicle isn't deployed
Parameters:
- FireModeNum - 0 = Fire | 1 = AltFire
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanAttack
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
DisconnectCamera
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
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EnableFriendlyWarningCrosshair
Overrides: UTWeapon.EnableFriendlyWarningCrosshair
Don't show the 'friendly dont shoot' indicator when aiming to fire a camera.
GetProjectileClass
Overrides: Weapon.GetProjectileClass
If we do not have a camera out, force a camera
HolderDied
Overrides: Weapon.HolderDied
Pawn holding this weapon as active weapon just died.
PlayIncomingSound
ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
In the case of Alt-Fire, handle the camera
RangedAttackTime
Overrides: Weapon.RangedAttackTime
RecommendLongRangedAttack
Overrides: Weapon.RecommendLongRangedAttack
States
WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Play sound effect when weapon is ready to fire