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UE3:UTVWeap_ScavengerGun (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_ScavengerGun |
Contents
- 1 Properties
- 2 Functions
- 3 States
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
BeginFireSound
Type: SoundCue
Orb fires beam- non looping sound of initial fire
Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStart_Cue'
BlueBoltClass
Type: class<Projectile>
Projectile class for the blue scavenger bolt *
Default value: Class'UTGameContent.UTProj_ScavengerBoltBlue'
ConsoleLockAim
Type: float
angle for locking for lock targets when on Console
Default value: 0.9
CrossHairTexture
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
EndFireSound
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
Type: SoundCue
Orb fires beam- looping sound orbs laser locked on enemy target
LastCurrentTarget
Type: Actor
LockAim
Type: float
angle for locking for lock targets
Default value: 0.93
LockOnSound
Type: SoundCue
Targeting icon appears and quickly zooms to the target
Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_TargetLock_Cue'
MyScavenger
Type: UTVehicle_Scavenger
Tracer
Type: ParticleSystemComponent
TracerTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_AVRiL.Particles.P_WP_AVRiL_TargetBeam'
WeaponAmbientSound
Type: AudioComponent
Default value: AudioComponent'WeaponAmbientSoundComponent'
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
WeaponAmbientSoundComponent
Class: Engine.AudioComponent
Property | Value |
---|---|
bShouldRemainActiveIfDropped | True |
bStopWhenOwnerDestroyed | True |
SoundCue | SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireLoop_Cue' |
Functions
Events
Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
ReplicatedEvent
Overrides: UTVehicleWeapon.ReplicatedEvent
Other instance functions
ActiveRenderOverlays
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
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
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
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
StartTracerSounds
StopTracerSounds
States
WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.EndState
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.