I don't need to test my programs. I have an error-correcting modem.
UE3:UTVWeap_TowCable (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTVehicleWeapon >> UTVWeap_TowCable |
Contents
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bLinked
Type: bool
True if we are linked to a vehicle
CrossHairTexture
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
CrossScaler
Type: float
CrossScaleTime
Type: float
FireFailSound
Type: SoundCue
Sound to play when the cable is recalled
Default value: SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_GrappleFailCue'
LastLinkHintTime
Type: float
LastLinkStartTime
Type: float
LastPointName
Type: name
LastPotentialTowTruck
Type: UTVehicle
MaxAttachRange
Type: float
How far away from the hoverboard can a vehicle be to attach
Default value: 1700.0
MyHoverboard
Type: UTVehicle_Hoverboard
A quick reference to the hoverboard that owns this gun
PotentialTowTruck
Type: UTVehicle
Set natively on the server and replicated to the client. This holds the reference of any potential lock
Default values
Property | Value |
---|---|
bInstantHit | True |
FireInterval[0] | 0.6 |
ItemName | "Hoverboard" |
MaxFinalAimAdjustment | -1.0 |
WeaponFireTypes[0] | EWFT_Custom |
WeaponFireTypes[1] | EWFT_Custom |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTVehicleWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleWeapon.PickupMesh
No new values.
Functions
Events
Destroyed
Overrides: UTWeapon.Destroyed
Make sure we break the link before being destroyed
PostBeginPlay
Overrides: UTVehicleWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
ActiveRenderOverlays
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
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
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CheckPossibleLink
Attempt to link to another vehicle
CustomFire
Overrides: Weapon.CustomFire
If we are linked, kill the link, otherwise if we can link, make the link
DrawWeaponCrosshair
Overrides: UTVehicleWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EndFire
Overrides: UTVehicleWeapon.EndFire
We Override endfire to add support for zooming
IsLinked
Returns:
- true if we are linked to another vehicle
MaxRange
Overrides: Weapon.MaxRange
Returns the Maximum Range for this weapon