I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "UE3:UTVWeap SPMACannon (UT3)"
(Auto-generated page) |
m (added missing members) |
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}} | }} | ||
{{autogenerated}} | {{autogenerated}} | ||
− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
Line 38: | Line 38: | ||
<!-- 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==== | ||
Line 48: | Line 55: | ||
<!-- 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=== | ||
Line 76: | Line 92: | ||
<!-- 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==== | ||
Line 86: | Line 114: | ||
'''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[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