UE3:UTVWeap SPMACannon (UT3): Difference between revisions

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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]]&nbsp;'''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 is the point at which the server and client sync up their code path.  It's job is to set
Override BeginFire and restrict firing when the vehicle isn't deployed
the weapon in to the firing state.
 
Network: LocalPlayer and Server
'''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]]&nbsp;'''RangedAttackTime''' ()}}
'''Overrides:''' {{tl|RangedAttackTime|Weapon|instance functions}}
<!-- enter function description -->
====RecommendLongRangedAttack====
{{code|function [[bool]]&nbsp;'''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

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

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

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

simulated event Object.Vector GetPhysFireStartLocation ()


GetPowerPerc

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

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

simulated event PostBeginPlay ()

Overrides: UTVehicleWeapon.PostBeginPlay

Initialize the weapon

Other instance functions

BeginFire

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

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CanAttack

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

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

DisconnectCamera

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

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair

Draw the Crosshairs

EnableFriendlyWarningCrosshair

simulated function bool EnableFriendlyWarningCrosshair ()

Overrides: UTWeapon.EnableFriendlyWarningCrosshair

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

GetProjectileClass

function class<ProjectileGetProjectileClass ()

Overrides: Weapon.GetProjectileClass

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

HolderDied

function HolderDied ()

Overrides: Weapon.HolderDied

Pawn holding this weapon as active weapon just died.

PlayIncomingSound

function PlayIncomingSound ()


ProjectileFire

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

In the case of Alt-Fire, handle the camera

RangedAttackTime

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()

Overrides: Weapon.RecommendLongRangedAttack


States

WeaponFiring

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.RefireCheckTimer

simulated event RefireCheckTimer ()

Overrides: Weapon.WeaponFiring.RefireCheckTimer

Play sound effect when weapon is ready to fire