My program doesn't have bugs. It just develops random features.
UE3:UTVWeap_TowCable (UDK)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_TowCable |
Contents
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Properties[edit]
bLinked[edit]
Type: bool
True if we are linked to a vehicle
CrossHairTexture[edit]
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
CrossScaler[edit]
Type: float
CrossScaleTime[edit]
Type: float
FireFailSound[edit]
Type: SoundCue
Sound to play when the cable is recalled
Default value: SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_GrappleFailCue'
LastLinkHintTime[edit]
Type: float
LastLinkStartTime[edit]
Type: float
LastPointName[edit]
Type: name
LastPotentialTowTruck[edit]
Type: UTVehicle
MaxAttachRange[edit]
Type: float
How far away from the hoverboard can a vehicle be to attach
Default value: 1700.0
MyHoverboard[edit]
Type: UTVehicle_Hoverboard
A quick reference to the hoverboard that owns this gun
PotentialTowTruck[edit]
Type: UTVehicle
Set natively on the server and replicated to the client. This holds the reference of any potential lock
Default values[edit]
Property | Value |
---|---|
bInstantHit | True |
FireInterval[0] | 0.6 |
ItemName | "Hoverboard" |
MaxFinalAimAdjustment | -1.0 |
WeaponFireTypes[0] | EWFT_Custom |
WeaponFireTypes[1] | EWFT_Custom |
WeaponFireWaveForm | ForceFeedbackWaveform'UTGame.Default__UTVWeap_TowCable:ForceFeedbackWaveformShooting1' |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Make sure we break the link before being destroyed
PostBeginPlay[edit]
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
ActiveRenderOverlays[edit]
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
BeginFire[edit]
Overrides: UTVehicleWeapon.BeginFire
BeginFire is the point at which the server and client sync up their code path. It's job is to set the weapon in to the firing state. Network: LocalPlayer and Server
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CheckPossibleLink[edit]
Attempt to link to another vehicle
CustomFire[edit]
Overrides: Weapon.CustomFire
If we are linked, kill the link, otherwise if we can link, make the link
DrawWeaponCrosshair[edit]
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EndFire[edit]
Overrides: UTVehicleWeapon.EndFire
We Override endfire to add support for zooming
IsLinked[edit]
Returns:
- true if we are linked to another vehicle
MaxRange[edit]
Overrides: Weapon.MaxRange
Returns the Maximum Range for this weapon