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UE3:UTVWeap_SPMACannon (UT3)

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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