My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE3:UTVWeap TowCable (UT3)"

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Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_TowCable
Package: 
UTGame
This class in other games:
UDK

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

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

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.

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Make sure we break the link before being destroyed

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicleWeapon.PostBeginPlay

Initialize the weapon

Other instance functions[edit]

ActiveRenderOverlays[edit]

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

BeginFire[edit]

simulated function BeginFire (byte FireModeNum)

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]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CheckPossibleLink[edit]

function CheckPossibleLink (UTVehicle TowTruck)

Attempt to link to another vehicle

CustomFire[edit]

simulated function CustomFire ()

Overrides: Weapon.CustomFire

If we are linked, kill the link, otherwise if we can link, make the link

DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTVehicleWeapon.DrawWeaponCrosshair

Draw the Crosshairs

EndFire[edit]

simulated function EndFire (byte FireModeNum)

Overrides: UTVehicleWeapon.EndFire

We Override endfire to add support for zooming

IsLinked[edit]

simulated function bool IsLinked ()

Returns:

true if we are linked to another vehicle

MaxRange[edit]

simulated function float MaxRange ()

Overrides: Weapon.MaxRange

Returns the Maximum Range for this weapon

ResetCrosshair[edit]

simulated function ResetCrosshair (Canvas Canvas)