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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

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 orb’s 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

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Event called when weapon actor is destroyed

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicleWeapon.ReplicatedEvent


Other instance functions

ActiveRenderOverlays

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

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

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

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

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


StartTracerSounds

simulated function StartTracerSounds ()


StopTracerSounds

simulated function StopTracerSounds ()


States

WeaponFiring

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.EndState

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.