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

UE3:UTVWeap_SPMACannon (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_SPMACannon
Package: 
UTGame
Direct subclass:
UTVWeap_SPMACannon_Content

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

bCanHitTargetVector

Type: bool


BoomSound

Type: SoundCue


IncomingSound

Type: SoundCue


IncomingTargetLoc

Type: Object.Vector


LastCanAttackTime

Type: float


RemoteCamera

Type: UTProj_SPMACamera

Holds a link to the remote camera

TargetVelocity

Type: Object.Vector


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 ()


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

Other instance functions

BeginFire

simulated function BeginFire (byte FireModeNum)

Overrides: UTVehicleWeapon.BeginFire

BeginFire is the point at which the server and client sync up their code path. It's job is to set the weapon in to the firing state. Network: LocalPlayer and Server

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