My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE3:UTWeap Avril (UT3)"
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{{autogenerated}} | {{autogenerated}} | ||
− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
Line 508: | Line 508: | ||
BestMode() | BestMode() | ||
choose between regular or alt-fire | choose between regular or alt-fire | ||
+ | |||
+ | ====CanThrow==== | ||
+ | {{code|simulated function [[bool]] '''CanThrow''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|CanThrow|UTWeapon|instance functions}} | ||
+ | |||
+ | Returns true if this item can be thrown out. | ||
====CheckLockZoom==== | ====CheckLockZoom==== | ||
Line 752: | Line 759: | ||
within the GotoState() call that caused the state change, and | within the GotoState() call that caused the state change, and | ||
before BeginState() is called within the new state. | before BeginState() is called within the new state. | ||
+ | |||
+ | ====WeaponFiring.CanThrow==== | ||
+ | {{code|simulated function [[bool]] '''CanThrow''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|CanThrow}} ''(global)'' | ||
+ | |||
+ | Returns true if this item can be thrown out. | ||
+ | |||
+ | ====WeaponFiring.RefireCheckTimer==== | ||
+ | {{code|simulated function '''RefireCheckTimer''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|WeaponFiring.RefireCheckTimer|Weapon}} | ||
+ | |||
+ | Make sure that aborted weapon switch didn't set deferred reload |
Latest revision as of 07:22, 16 August 2009
Contents
- 1 Properties
- 1.1 Property group 'Locking'
- 1.2 Internal variables
- 1.2.1 bLockedOnTarget
- 1.2.2 bTargetingLaserActive
- 1.2.3 bTargetLockingActive
- 1.2.4 ConsoleLockAim
- 1.2.5 DeferredReloadTime
- 1.2.6 FireTime
- 1.2.7 LaserEffect
- 1.2.8 LastLockedOnTime
- 1.2.9 LastTargetedProjectilesCheckTime
- 1.2.10 LastTargetLockCheckTime
- 1.2.11 LastValidTargetTime
- 1.2.12 LockAcquiredSound
- 1.2.13 LockAim
- 1.2.14 LockedTarget
- 1.2.15 LockLostSound
- 1.2.16 MaxControlledProjectiles
- 1.2.17 MyRocket
- 1.2.18 NoAmmoWeaponPutDownAnim
- 1.2.19 PendingLockedTarget
- 1.2.20 PendingLockedTargetTime
- 1.2.21 ReloadAnimSpeed
- 1.2.22 ReloadCue
- 1.2.23 ReloadSound
- 1.2.24 ReloadTime
- 1.2.25 TargetedProjectiles
- 1.2.26 TargetingLaserAmbientSound
- 1.2.27 TargetingLaserStartSound
- 1.2.28 TargetingLaserStopSound
- 1.2.29 WeaponReloadAnim
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 ActiveRenderOverlays
- 2.3.2 AttachWeaponTo
- 2.3.3 BeginFire
- 2.3.4 BestMode
- 2.3.5 CanThrow
- 2.3.6 CheckLockZoom
- 2.3.7 CheckZoom
- 2.3.8 EndFire
- 2.3.9 FastReload
- 2.3.10 FindTargetedProjectiles
- 2.3.11 GetAIRating
- 2.3.12 GetEquipTime
- 2.3.13 GetWeaponDebug
- 2.3.14 PassThroughDamage
- 2.3.15 PlayFireEffects
- 2.3.16 PlayReloadAnim
- 2.3.17 PlayWeaponEquip
- 2.3.18 PlayWeaponPutDown
- 2.3.19 ProjectileFire
- 2.3.20 PutDownWeapon
- 2.3.21 RecommendRangedAttack
- 2.3.22 RelativeStrengthVersus
- 2.3.23 RocketDestroyed
- 2.3.24 SetRocketTarget
- 2.3.25 SuggestAttackStyle
- 2.3.26 SuggestDefenseStyle
- 2.3.27 TryPutDown
- 2.3.28 UpdateTargetingLaser
- 2.3.29 WeaponCalcCamera
- 2.3.30 WeaponEmpty
- 3 States
- Package:
- UTGame
- Direct subclass:
- UTWeap_Avril_Content
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Locking'[edit]
LockAcquireTime[edit]
Type: float
How long does the player need to target an actor to lock on to it
Default value: 0.05
LockCheckTime[edit]
Type: float
The frequency with which we will check for a lock
Default value: 0.05
LockRange[edit]
Type: int
How far out should we be considering actors for a lock
Default value: 22000
LockTolerance[edit]
Type: float
Once locked, how long can the player go without painting the object before they lose the lock
Default value: 0.4
Internal variables[edit]
bLockedOnTarget[edit]
Type: bool
When true, this weapon is locked on target
bTargetingLaserActive[edit]
Type: bool
set when holding altfire for targeting laser (can't use normal state system because it can fire simultaneously with primary)
bTargetLockingActive[edit]
Type: bool
If true, weapon will try to lock onto targets
ConsoleLockAim[edit]
Type: float
angle for locking for lock targets when on Console
Default value: 0.992
DeferredReloadTime[edit]
Type: float
If you shortcircut the reload, the time will get deferred until you bring the weapon back up
FireTime[edit]
Type: float
How long the fire sequence takes
Default value: 1.0
LaserEffect[edit]
Type: ParticleSystemComponent
component for the laser effect
LastLockedOnTime[edit]
Type: float
How long since the Lock Target has been valid
LastTargetedProjectilesCheckTime[edit]
Type: float
last time TargetedProjectiles list was updated
LastTargetLockCheckTime[edit]
Type: float
Last time target lock was checked
LastValidTargetTime[edit]
Type: float
When was the last time we had a valid target
LockAcquiredSound[edit]
Type: SoundCue
Sound Effects to play when Locking
LockAim[edit]
Type: float
angle for locking for lock targets
Default value: 0.996
LockedTarget[edit]
Type: Actor
Modifiers: repnotify
What "target" is this weapon locked on to
LockLostSound[edit]
Type: SoundCue
MaxControlledProjectiles[edit]
Type: int
the maximum number of projectiles we're allowed to control simultaneously
Default value: 8
MyRocket[edit]
Type: UTProj_AvrilRocketBase
Modifiers: repnotify
A pointer to the currently controlled rocket
NoAmmoWeaponPutDownAnim[edit]
Type: name
Animation to play when there is no ammo
PendingLockedTarget[edit]
Type: Actor
What "target" is current pending to be locked on to
PendingLockedTargetTime[edit]
Type: float
When did the pending Target become valid
ReloadAnimSpeed[edit]
Type: float
The speed of a deferred reload
ReloadCue[edit]
Type: SoundCue
ReloadSound[edit]
Type: AudioComponent
ReloadTime[edit]
Type: float
How long the reload sequence takes
Default value: 3.0
TargetedProjectiles[edit]
Type: array<UTProjectile>
list of known mines/rockets to affect
TargetingLaserAmbientSound[edit]
Type: SoundCue
laser sounds
TargetingLaserStartSound[edit]
Type: SoundCue
laser sounds
TargetingLaserStopSound[edit]
Type: SoundCue
laser sounds
WeaponReloadAnim[edit]
Type: name
Anim to play while reloading
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions[edit]
Native functions[edit]
CanLockOnTo[edit]
Given an actor (TA) determine if we can lock on to it. By default only allow locking on to pawns. Some weapons may want to be able to lock on to other actors.
CheckTargetLock[edit]
The function checks to see if we are locked on a target
UpdateLockTarget[edit]
Events[edit]
AdjustLockTarget[edit]
This function is used to adjust the LockTarget.
Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
ReplicatedEvent[edit]
Overrides: UTWeapon.ReplicatedEvent
SetPosition[edit]
Overrides: UTWeapon.SetPosition
This function aligns the gun model in the world
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
ActiveRenderOverlays[edit]
Overrides: UTWeapon.ActiveRenderOverlays
Draw the Avril hud
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
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanThrow[edit]
Overrides: UTWeapon.CanThrow
Returns true if this item can be thrown out.
CheckLockZoom[edit]
called when locked target changes, check if we should start or stop the zooming due to the target change
CheckZoom[edit]
Overrides: UTWeapon.CheckZoom
(Description copied from UTWeapon.CheckZoom)
We Override beginfire to add support for zooming. Should only be called from BeginFire()
Parameters:
- FireModeNum - The current Firing Mode
Returns:
- true we should abort the BeginFire call
EndFire[edit]
Overrides: UTWeapon.EndFire
We Override endfire to add support for zooming
FastReload[edit]
FindTargetedProjectiles[edit]
called on a timer to fill the list of projectiles affected by the targeting laser
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GetEquipTime[edit]
Overrides: UTWeapon.GetEquipTime
GetWeaponDebug[edit]
Overrides: Weapon.GetWeaponDebug
Retrieves important weapon debug information as an array of strings. That can then be dumped or displayed on HUD.
PassThroughDamage[edit]
Overrides: Weapon.PassThroughDamage
returns true if should pass trace through this hitactor
PlayFireEffects[edit]
Overrides: UTWeapon.PlayFireEffects
PlayFireEffects Is the root function that handles all of the effects associated with a weapon. This function creates the 1st person effects. It should only be called on a locally controlled player.
PlayReloadAnim[edit]
PlayWeaponEquip[edit]
Overrides: UTWeapon.PlayWeaponEquip
Show the weapon begin equipped
PlayWeaponPutDown[edit]
Overrides: UTWeapon.PlayWeaponPutDown
Show the weapon being put away
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
Fires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server
PutDownWeapon[edit]
Overrides: Weapon.PutDownWeapon
This function is called to put a weapon down
RecommendRangedAttack[edit]
Overrides: Weapon.RecommendRangedAttack
RelativeStrengthVersus[edit]
Overrides: Weapon.RelativeStrengthVersus
RocketDestroyed[edit]
SetRocketTarget[edit]
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
TryPutDown[edit]
Overrides: UTWeapon.TryPutDown
We override TryPutDown so that we can store the deferred amount of time.
UpdateTargetingLaser[edit]
updates the location for the targeting laser and notifies any spider mines or AVRiL rockets in the vacinity
WeaponCalcCamera[edit]
Overrides: Weapon.WeaponCalcCamera
WeaponCalcCamera allows a weapon to adjust the pawn's controller's camera. Should be subclassed
WeaponEmpty[edit]
Overrides: UTWeapon.WeaponEmpty
Called when the weapon runs out of ammo during firing
States[edit]
Active[edit]
Active.ShouldLagRot[edit]
Overrides: UTWeapon.Active.ShouldLagRot
(Description copied from UTWeapon.ShouldLagRot)
Returns:
- whether the weapon's rotation is allowed to lag behind the holder's rotation
Inactive[edit]
state Inactive This state is the default state. It needs to make sure Zooming is reset when entering/leaving
Inherits from: UTWeapon.Inactive
Modifiers: auto, simulated
Inactive.BeginState[edit]
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
Inactive.EndState[edit]
Overrides: UTWeapon.Inactive.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponEquipping[edit]
State WeaponEquipping The Weapon is in this state while transitioning from Inactive to Active state. Typically, the weapon will remain in this state while its selection animation is being played. While in this state, the weapon cannot be fired.
Inherits from: UTWeapon.WeaponEquipping
Modifiers: simulated
WeaponEquipping.TryPutDown[edit]
Overrides: UTWeapon.WeaponEquipping.TryPutDown
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponFiring[edit]
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.EndState[edit]
Overrides: UTWeapon.WeaponFiring.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponFiring.CanThrow[edit]
Overrides: CanThrow (global)
Returns true if this item can be thrown out.
WeaponFiring.RefireCheckTimer[edit]
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Make sure that aborted weapon switch didn't set deferred reload