Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
AimingTraceIgnoredActors
actors that the aiming trace should ignore
AimTraceRange
Type: float
cached max range of the weapon used for aiming traces
AltFireTriggerTags
Triggers that should be activated when a weapon fires
AltImpactEffects
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
bCurrentlyZoomed
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
Type: bool
for debugging turret aiming
bIgnoreDownwardPitch
Type: bool
Same as above, but only allows for downward direction, for vehicles with 'bomber' like behavior.
bIgnoreSocketPitchRotation
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
Type: bool
BulletWhip
Type: SoundCue
sound that is played when the bullets go whizzing past your head
CurrentCrosshairScaling
Type: float
DefaultAltImpactEffect
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
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
Triggers that should be activated when a weapon fires
ImpactEffects
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
LastCorrectAimTime
Type: float
last time aim was correct, used for looking up GoodAimColor
LastInCorrectAimTime
Type: float
last time aim was incorrect, used for looking up GoodAimColor
MaxFinalAimAdjustment
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
Type: UTVehicle
Modifiers: repnotify
Holds a link to the parent vehicle
SeatIndex
Type: int
Holds a link in to the Seats array in MyVehicle that represents this weapon
VehicleClass
Vehicle class used for drawing kill icons
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Static functions
DrawKillIcon
Overrides: UTWeapon.DrawKillIcon
GetFireTriggerTag
GetImpactEffect
returns the impact effect that should be used for hits on the given actor and physical material
Events
GetDesiredAimPoint
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
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
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
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
Activate
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
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
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
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
Overrides: UTWeapon.DetachWeapon
(Description copied from UTWeapon.DetachWeapon)
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
DrawTowingIndicator
DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
EndFire
Overrides: UTWeapon.EndFire
We Override endfire to add support for zooming
EndZoom
Overrides: UTWeapon.EndZoom
(Description copied from UTWeapon.EndZoom)
Called when zooming ends
Parameters:
- PC - cast of Instigator.Controller for convenience
GetAdjustedAim
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
GetFireInterval
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
returns the location and rotation that the weapon's fire starts at
GetMaxFinalAimAdjustment
GetTraceOwner
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
Overrides: UTWeapon.GetZoomedState
Returns true if we are currently zoomed
InstantFireEndTrace
Overrides: UTWeapon.InstantFireEndTrace
Returns:
- end trace position for instantfire()
InstantFireStartTrace
Overrides: UTWeapon.InstantFireStartTrace
Overriden to use vehicle starttrace/endtrace locations
Returns:
- position of trace start for instantfire()
NotifyVehicleDeployed
notification that MyVehicle has been deployed/undeployed, since that often changes how its weapon works
NotifyVehicleUndeployed
ProjectileFire
Overrides: UTWeapon.ProjectileFire
Create the projectile, but also increment the flash count for remote client effects.
PutDownWeapon
Overrides: Weapon.PutDownWeapon
This function is called to put a weapon down
ServerSetZoom
StartZoom
Overrides: UTWeapon.StartZoom
(Description copied from UTWeapon.StartZoom)
Called when zooming starts
Parameters:
- PC - cast of Instigator.Controller for convenience
WeaponPlaySound
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