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UE3:UTVehicleWeapon (UDK)
Contents
- 1 Properties
- 1.1 AimingTraceIgnoredActors
- 1.2 AimTraceRange
- 1.3 AltFireTriggerTags
- 1.4 AltImpactEffects
- 1.5 bCurrentlyZoomed
- 1.6 bDebugTurret
- 1.7 bIgnoreDownwardPitch
- 1.8 bIgnoreSocketPitchRotation
- 1.9 bPlaySoundFromSocket
- 1.10 BulletWhip
- 1.11 CurrentCrosshairScaling
- 1.12 DefaultAltImpactEffect
- 1.13 DefaultImpactEffect
- 1.14 FireTriggerTags
- 1.15 ImpactEffects
- 1.16 LastCorrectAimTime
- 1.17 LastInCorrectAimTime
- 1.18 MaxFinalAimAdjustment
- 1.19 MyVehicle
- 1.20 SeatIndex
- 1.21 VehicleClass
- 1.22 Default values
- 1.23 Subobjects
- 2 Functions
- 2.1 Static functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 Activate
- 2.3.2 AttachWeaponTo
- 2.3.3 BeginFire
- 2.3.4 CanHitDesiredTarget
- 2.3.5 DetachWeapon
- 2.3.6 DrawTowingIndicator
- 2.3.7 DrawWeaponCrosshair
- 2.3.8 EndFire
- 2.3.9 EndZoom
- 2.3.10 GetAdjustedAim
- 2.3.11 GetCrosshairScaling
- 2.3.12 GetFireInterval
- 2.3.13 GetFireStartLocationAndRotation
- 2.3.14 GetMaxFinalAimAdjustment
- 2.3.15 GetTraceOwner
- 2.3.16 GetZoomedState
- 2.3.17 InstantFireEndTrace
- 2.3.18 InstantFireStartTrace
- 2.3.19 NotifyVehicleDeployed
- 2.3.20 NotifyVehicleUndeployed
- 2.3.21 ProjectileFire
- 2.3.22 PutDownWeapon
- 2.3.23 ServerSetZoom
- 2.3.24 StartZoom
- 2.3.25 WeaponPlaySound
- Package:
- UTGame
- Direct subclasses:
- UTVWeap_CicadaMissileLauncher, UTVWeap_CicadaTurret, UTVWeap_MantaGun, UTVWeap_ScorpionTurret, UTVWeap_TowCable
- This class in other games:
- UT3
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Properties[edit]
AimingTraceIgnoredActors[edit]
actors that the aiming trace should ignore
AimTraceRange[edit]
Type: float
cached max range of the weapon used for aiming traces
AltFireTriggerTags[edit]
Triggers that should be activated when a weapon fires
AltImpactEffects[edit]
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
bCurrentlyZoomed[edit]
Type: bool
used for client to tell server when zooming, as that is clientside but on console it affects the controls so the server needs to know
bDebugTurret[edit]
Type: bool
for debugging turret aiming
bIgnoreDownwardPitch[edit]
Type: bool
Same as above, but only allows for downward direction, for vehicles with 'bomber' like behavior.
bIgnoreSocketPitchRotation[edit]
Type: bool
If the weapon is attached to a socket that doesn't pitch with player view, and should fire at the aimed pitch, then this should be enabled.
bPlaySoundFromSocket[edit]
Type: bool
BulletWhip[edit]
Type: SoundCue
sound that is played when the bullets go whizzing past your head
CurrentCrosshairScaling[edit]
Type: float
DefaultAltImpactEffect[edit]
Type: UTPawn.MaterialImpactEffect
default impact effect to use if a material specific one isn't found
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
DefaultImpactEffect[edit]
Type: UTPawn.MaterialImpactEffect
default impact effect to use if a material specific one isn't found
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
FireTriggerTags[edit]
Triggers that should be activated when a weapon fires
ImpactEffects[edit]
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
LastCorrectAimTime[edit]
Type: float
last time aim was correct, used for looking up GoodAimColor
LastInCorrectAimTime[edit]
Type: float
last time aim was incorrect, used for looking up GoodAimColor
MaxFinalAimAdjustment[edit]
Type: float
This value is used to cap the maximum amount of "automatic" adjustment that will be made to a shot so that it will travel at the crosshair. If the angle between the barrel aim and the player aim is less than this angle, it will be adjusted to fire at the crosshair. The value is in radians
Default value: 0.995
MyVehicle[edit]
Type: UTVehicle
Modifiers: repnotify
Holds a link to the parent vehicle
SeatIndex[edit]
Type: int
Holds a link in to the Seats array in MyVehicle that represents this weapon
VehicleClass[edit]
Vehicle class used for drawing kill icons
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AimError | 600.0 | ||||||||||
bExportMenuData | False | ||||||||||
CrossHairCoordinates |
|
||||||||||
GroupWeight | 0.5 | ||||||||||
InventoryGroup | 100 | ||||||||||
ShotCost[0] | 0 | ||||||||||
ShotCost[1] | 0 | ||||||||||
TickGroup | TG_PostAsyncWork | ||||||||||
WeaponFireWaveForm | ForceFeedbackWaveform'UTGame.Default__UTVehicleWeapon:ForceFeedbackWaveformShooting1' |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Static functions[edit]
DrawKillIcon[edit]
Overrides: UTWeapon.DrawKillIcon
GetFireTriggerTag[edit]
GetImpactEffect[edit]
returns the impact effect that should be used for hits on the given actor and physical material
Events[edit]
GetDesiredAimPoint[edit]
GetDesiredAimPoint - Returns the desired aim given the current controller
Parameters:
- TargetActor - out) - if specified, set to the actor being aimed at
Returns:
- The location the controller is aiming at
GetPhysicalFireStartLoc[edit]
Overrides: UTWeapon.GetPhysicalFireStartLoc
This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction.
IsAimCorrect[edit]
IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly
Returns:
- TRUE if we can hit where the controller is aiming
PostBeginPlay[edit]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
Activate[edit]
Overrides: UTWeapon.Activate
All inventory use the Activate() function when an item is selected for use. For weapons, this function starts the Equipping process. If the weapon is the inactive state, it will go to the 'WeaponEquipping' followed by 'Active' state, and ready to be fired.
AttachWeaponTo[edit]
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
BeginFire[edit]
Overrides: Weapon.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
CanHitDesiredTarget[edit]
checks if the weapon is actually capable of hitting the desired target, including trace test (used by crosshair) if false because trace failed, RealAimPoint is set to what the trace hit
DetachWeapon[edit]
Overrides: UTWeapon.DetachWeapon
(Description copied from UTWeapon.DetachWeapon)
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
DrawTowingIndicator[edit]
DrawWeaponCrosshair[edit]
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EndFire[edit]
Overrides: UTWeapon.EndFire
We Override endfire to add support for zooming
EndZoom[edit]
Overrides: UTWeapon.EndZoom
(Description copied from UTWeapon.EndZoom)
Called when zooming ends
Parameters:
- PC - cast of Instigator.Controller for convenience
GetAdjustedAim[edit]
Overrides: Weapon.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.
GetCrosshairScaling[edit]
GetFireInterval[edit]
Overrides: UTWeapon.GetFireInterval
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode.
Parameters:
- FireModeNum - fire mode
Returns:
- Period in seconds of firing mode
GetFireStartLocationAndRotation[edit]
returns the location and rotation that the weapon's fire starts at
GetMaxFinalAimAdjustment[edit]
GetTraceOwner[edit]
Overrides: Weapon.GetTraceOwner
(Description copied from Weapon.GetTraceOwner)
Returns:
- the actor that 'owns' this weapon's traces (i.e. can't be hit by them)
GetZoomedState[edit]
Overrides: UTWeapon.GetZoomedState
Returns true if we are currently zoomed
InstantFireEndTrace[edit]
Overrides: UTWeapon.InstantFireEndTrace
Returns:
- end trace position for instantfire()
InstantFireStartTrace[edit]
Overrides: UTWeapon.InstantFireStartTrace
Overriden to use vehicle starttrace/endtrace locations
Returns:
- position of trace start for instantfire()
NotifyVehicleDeployed[edit]
notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works
NotifyVehicleUndeployed[edit]
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
PutDownWeapon[edit]
Overrides: Weapon.PutDownWeapon
This function is called to put a weapon down
ServerSetZoom[edit]
StartZoom[edit]
Overrides: UTWeapon.StartZoom
(Description copied from UTWeapon.StartZoom)
Called when zooming starts
Parameters:
- PC - cast of Instigator.Controller for convenience
WeaponPlaySound[edit]
Overrides: UTWeapon.WeaponPlaySound
(Description copied from Weapon.WeaponPlaySound)
This function handles playing sounds for weapons. How it plays the sound depends on the following:
If we are a listen server, then this sound is played and replicated as normal If we are a remote client, but locally controlled (ie: we are on the client) we play the sound and don't replicate it If we are a dedicated server, play the sound and replicate it to everyone BUT the owner (he will play it locally).
Parameters:
- SoundCue - The Source Cue to play