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UE3:UTVWeap_ScavengerGun (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_ScavengerGun
Package: 
UTGameContent

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

Properties[edit]

BeginFireSound[edit]

Type: SoundCue

Orb fires beam- non looping sound of initial fire

Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStart_Cue'

BlueBoltClass[edit]

Type: class<Projectile>

Projectile class for the blue scavenger bolt *

Default value: Class'UTGameContent.UTProj_ScavengerBoltBlue'

ConsoleLockAim[edit]

Type: float

angle for locking for lock targets when on Console

Default value: 0.9

CrossHairTexture[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

EndFireSound[edit]

Type: SoundCue

Orb stops beam- ending fire beam sound when loop stops

Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStop_Cue'

FireAmbLoop[edit]

Type: SoundCue

Orb fires beam- looping sound orb’s laser locked on enemy target

LastCurrentTarget[edit]

Type: Actor


LockAim[edit]

Type: float

angle for locking for lock targets

Default value: 0.93

LockOnSound[edit]

Type: SoundCue

Targeting icon appears and quickly zooms to the target

Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_TargetLock_Cue'

MyScavenger[edit]

Type: UTVehicle_Scavenger


Tracer[edit]

Type: ParticleSystemComponent


TracerTemplate[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_AVRiL.Particles.P_WP_AVRiL_TargetBeam'

WeaponAmbientSound[edit]

Type: AudioComponent


Default value: AudioComponent'WeaponAmbientSoundComponent'

Default values[edit]

Property Value
bFastRepeater True
bIgnoreSocketPitchRotation True
bLeadTarget False
Components[0] AudioComponent'WeaponAmbientSoundComponent'
FireInterval[0] 0.2
FireTriggerTags[0] 'MantaWeapon01'
FireTriggerTags[1] 'MantaWeapon02'
ItemName "Scavenger"
MaxFinalAimAdjustment 0.966
VehicleClass Class'UTGameContent.UTVehicle_Scavenger_Content'
WeaponFireTypes[0] EWFT_Custom
WeaponFireTypes[1] EWFT_None
WeaponProjectiles[0] Class'UTGameContent.UTProj_ScavengerBolt'

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.

WeaponAmbientSoundComponent[edit]

Class: Engine.AudioComponent

Property Value
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True
SoundCue SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireLoop_Cue'

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Event called when weapon actor is destroyed

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicleWeapon.ReplicatedEvent


Other instance functions[edit]

ActiveRenderOverlays[edit]

simulated function ActiveRenderOverlays (HUD H)

Overrides: UTWeapon.ActiveRenderOverlays

(Description copied from UTWeapon.ActiveRenderOverlays)
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)

Parameters:

  • HUD - HUD with canvas to draw on

CustomFire[edit]

simulated function CustomFire ()

Overrides: Weapon.CustomFire

If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.

GetProjectileClass[edit]

function class<ProjectileGetProjectileClass ()

Overrides: Weapon.GetProjectileClass

Returns the type of projectile to spawn. We use a function so subclasses can override it if needed (case in point, homing rockets).

ProcessInstantHit[edit]

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

Overrides: UTWeapon.ProcessInstantHit

(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server

Parameters:

  • HitActor - Actor hit by trace
  • AimDir - Aim direction of shot
  • HitLocation - world location vector where HitActor was hit by trace
  • HitNormal - hit normal vector
  • HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..

SpawnTracer[edit]

simulated function SpawnTracer (Object.Vector EffectLocation, Object.Vector HitLocation)


StartTracerSounds[edit]

simulated function StartTracerSounds ()


StopTracerSounds[edit]

simulated function StopTracerSounds ()


States[edit]

WeaponFiring[edit]

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: UTWeapon.WeaponFiring.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.