Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:UTVWeap ShockTurretBase (UT3)"
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This is the mininum aim variance for auto aiming | This is the mininum aim variance for auto aiming | ||
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+ | '''Default value:''' 0.925 | ||
====ShockBalls==== | ====ShockBalls==== | ||
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| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
− | | 0. | + | | 0.4 |
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| {{tl|FireInterval||Weapon}}[1] | | {{tl|FireInterval||Weapon}}[1] | ||
− | | 0. | + | | 0.75 |
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| {{tl|FireTriggerTags||UTVehicleWeapon}}[0] | | {{tl|FireTriggerTags||UTVehicleWeapon}}[0] |
Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_ShockTurretBase |
- Package:
- UTGameContent
- Direct subclasses:
- UTVWeap_SPMAPassengerGun, UTVWeap_ShockTurret
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||||
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]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
GetAdjustedAim[edit]
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]
Overrides: UTWeapon.InstantFire
We override InstantFire (copied from UTVehicle) and adjust the endtrace if there is a good shockball to combo against
ProjectileFire[edit]
Overrides: UTVehicleWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.