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UE3:UTVWeap_SPMACannon (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_SPMACannon |
- Package:
- UTGame
- Direct subclass:
- UTVWeap_SPMACannon_Content
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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
Calculates the velocity needed to lob a SPMA shell to a destination. Returns true if the SPMA can hit the currently target vector
GetPhysFireStartLocation
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
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
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
BeginFire
Overrides: UTVehicleWeapon.BeginFire
Override BeginFire and restrict firing when the vehicle isn't deployed
Parameters:
- FireModeNum - 0 = Fire | 1 = AltFire
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanAttack
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
DisconnectCamera
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
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EnableFriendlyWarningCrosshair
Overrides: UTWeapon.EnableFriendlyWarningCrosshair
Don't show the 'friendly dont shoot' indicator when aiming to fire a camera.
GetProjectileClass
Overrides: Weapon.GetProjectileClass
If we do not have a camera out, force a camera
HolderDied
Overrides: Weapon.HolderDied
Pawn holding this weapon as active weapon just died.
PlayIncomingSound
ProjectileFire
Overrides: UTVehicleWeapon.ProjectileFire
In the case of Alt-Fire, handle the camera
RangedAttackTime
Overrides: Weapon.RangedAttackTime
RecommendLongRangedAttack
Overrides: Weapon.RecommendLongRangedAttack
States
WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Play sound effect when weapon is ready to fire