Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:UTVWeap SPMACannon (UT3)"

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{{autogenerated}}
 
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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<!-- enter variable description -->
 
<!-- enter variable description -->
 +
 +
====ReadyToFireSound====
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'''Type:''' {{cl|SoundCue}}
 +
 +
<!-- enter variable description -->
 +
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'''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 -->
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===Default values===
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{| class="list defaults"
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! Property
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! Value
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|-
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| {{tl|AmmoDisplayType||UTWeapon internal variables}}
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| {{tl|AmmoWidgetDisplayStyle||UTWeapon|EAWDS_BarGraph}}
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|}
  
 
===Subobjects===
 
===Subobjects===
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<!-- enter event description -->
 
<!-- enter event description -->
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 +
====GetPowerPerc====
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{{code|simulated event [[float]]&nbsp;'''GetPowerPerc''' ()}}
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 +
'''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:'''
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: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
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 +
====PostBeginPlay====
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{{code|simulated event '''PostBeginPlay''' ()}}
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'''Overrides:''' {{tl|PostBeginPlay|UTVehicleWeapon}}
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 +
Initialize the weapon
  
 
===Other instance functions===
 
===Other instance functions===
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'''Overrides:''' {{tl|BeginFire|UTVehicleWeapon}}
 
'''Overrides:''' {{tl|BeginFire|UTVehicleWeapon}}
  
BeginFire is the point at which the server and client sync up their code path.  It's job is to set
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Override BeginFire and restrict firing when the vehicle isn't deployed
the weapon in to the firing state.
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Network: LocalPlayer and Server
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'''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====
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{{code|function [[float]]&nbsp;'''RangedAttackTime''' ()}}
 +
 +
'''Overrides:''' {{tl|RangedAttackTime|Weapon|instance functions}}
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 +
<!-- enter function description -->
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====RecommendLongRangedAttack====
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{{code|function [[bool]]&nbsp;'''RecommendLongRangedAttack''' ()}}
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'''Overrides:''' {{tl|RecommendLongRangedAttack|Weapon|instance functions}}
 +
 +
<!-- enter function description -->
 +
 +
==States==
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===WeaponFiring===
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<!-- enter state description -->
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'''Inherits from:''' {{tl|WeaponFiring|UTWeapon}}
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'''[[States#Modifiers|Modifiers]]:''' simulated
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 +
====WeaponFiring.RefireCheckTimer====
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{{code|simulated event '''RefireCheckTimer''' ()}}
 +
 +
'''Overrides:''' {{tl|WeaponFiring.RefireCheckTimer|Weapon}}
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 +
Play sound effect when weapon is ready to fire

Latest revision as of 07:21, 16 August 2009

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_SPMACannon
Package: 
UTGame
Direct subclass:
UTVWeap_SPMACannon_Content

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]

simulated event 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[edit]

simulated event Object.Vector GetPhysFireStartLocation ()


GetPowerPerc[edit]

simulated event float 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[edit]

simulated event bool 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[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicleWeapon.PostBeginPlay

Initialize the weapon

Other instance functions[edit]

BeginFire[edit]

simulated function BeginFire (byte FireModeNum)

Overrides: UTVehicleWeapon.BeginFire

Override BeginFire and restrict firing when the vehicle isn't deployed

Parameters:

  • FireModeNum - 0 = Fire | 1 = AltFire

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

return false if out of range, can't see target, etc.

DisconnectCamera[edit]

function DisconnectCamera (UTProj_SPMACamera Camera)

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]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair

Draw the Crosshairs

EnableFriendlyWarningCrosshair[edit]

simulated function bool EnableFriendlyWarningCrosshair ()

Overrides: UTWeapon.EnableFriendlyWarningCrosshair

Don't show the 'friendly dont shoot' indicator when aiming to fire a camera.

GetProjectileClass[edit]

function class<ProjectileGetProjectileClass ()

Overrides: Weapon.GetProjectileClass

If we do not have a camera out, force a camera

HolderDied[edit]

function HolderDied ()

Overrides: Weapon.HolderDied

Pawn holding this weapon as active weapon just died.

PlayIncomingSound[edit]

function PlayIncomingSound ()


ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

In the case of Alt-Fire, handle the camera

RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Weapon.RecommendLongRangedAttack


States[edit]

WeaponFiring[edit]

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.RefireCheckTimer[edit]

simulated event RefireCheckTimer ()

Overrides: Weapon.WeaponFiring.RefireCheckTimer

Play sound effect when weapon is ready to fire