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UE3:UTVWeap_ShockTurretBase (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_ShockTurretBase
Package: 
UTGameContent
Direct subclasses:
UTVWeap_SPMAPassengerGun, UTVWeap_ShockTurret

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

Properties[edit]

bDoCombo[edit]

Type: bool

AI flag - set by shock ball that reaches target to tell bot to do the combo

ComboTarget[edit]

Type: UTProj_ShockBall

shock ball bot will shoot at when it wants to do the combo

MinAim[edit]

Type: float

This is the mininum aim variance for auto aiming

Default value: 0.925

ShockBalls[edit]

Type: array<UTProj_VehicleShockBallBase>

This array holds the list of current balls available

Default values[edit]

Property Value
AimingHelpRadius[0] 0.0
AimingHelpRadius[1] 0.0
AltFireTriggerTags[0] 'ShockTurretAltFire'
bFastRepeater True
bInstantHit True
DefaultImpactEffect
Member Value
ParticleTemplate ParticleSystem'VH_Hellbender.Effects.P_VH_Hellbender_PrimeImpact'
Sound SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
FireInterval[0] 0.4
FireInterval[1] 0.75
FireTriggerTags[0] 'ShockTurretFire'
InstantHitDamage[1] 25.0
WeaponFireSnd[0] SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_BallFire'
WeaponFireSnd[1] SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_BeamFire'
WeaponFireTypes[0] EWFT_Projectile

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.

Instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAdjustedAim[edit]

simulated function Object.Rotator GetAdjustedAim (Object.Vector StartFireLoc)

Overrides: UTVehicleWeapon.GetAdjustedAim

GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.

InstantFire[edit]

simulated function InstantFire ()

Overrides: UTWeapon.InstantFire

We override InstantFire (copied from UTVehicle) and adjust the endtrace if there is a good shockball to combo against

ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

Create the projectile, but also increment the flash count for remote client effects.

SetComboTarget[edit]

function SetComboTarget (UTProj_ShockBall ShockBall)