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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

bDoCombo

Type: bool

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

ComboTarget

Type: UTProj_ShockBall

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

MinAim

Type: float

This is the mininum aim variance for auto aiming

ShockBalls

Type: array<UTProj_VehicleShockBallBase>

This array holds the list of current balls available

Default values

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] 0.0
FireInterval[1] 0.0
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

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTVehicleWeapon.FirstPersonMesh

No new values.

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleWeapon.PickupMesh

No new values.

Instance functions

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAdjustedAim

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

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

simulated function Projectile ProjectileFire ()

Overrides: UTVehicleWeapon.ProjectileFire

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

SetComboTarget

function SetComboTarget (UTProj_ShockBall ShockBall)