Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTWeap_Avril (UT3)
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
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Locking'
LockAcquireTime
Type: float
How long does the player need to target an actor to lock on to it
Default value: 0.05
LockCheckTime
Type: float
The frequency with which we will check for a lock
Default value: 0.05
LockRange
Type: int
How far out should we be considering actors for a lock
Default value: 22000
LockTolerance
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
bLockedOnTarget
Type: bool
When true, this weapon is locked on target
bTargetingLaserActive
Type: bool
set when holding altfire for targeting laser (can't use normal state system because it can fire simultaneously with primary)
bTargetLockingActive
Type: bool
If true, weapon will try to lock onto targets
ConsoleLockAim
Type: float
angle for locking for lock targets when on Console
Default value: 0.992
DeferredReloadTime
Type: float
If you shortcircut the reload, the time will get deferred until you bring the weapon back up
FireTime
Type: float
How long the fire sequence takes
Default value: 1.0
LaserEffect
Type: ParticleSystemComponent
component for the laser effect
LastLockedOnTime
Type: float
How long since the Lock Target has been valid
LastTargetedProjectilesCheckTime
Type: float
last time TargetedProjectiles list was updated
LastTargetLockCheckTime
Type: float
Last time target lock was checked
LastValidTargetTime
Type: float
When was the last time we had a valid target
LockAcquiredSound
Type: SoundCue
Sound Effects to play when Locking
LockAim
Type: float
angle for locking for lock targets
Default value: 0.996
LockedTarget
Type: Actor
Modifiers: repnotify
What "target" is this weapon locked on to
LockLostSound
Type: SoundCue
MaxControlledProjectiles
Type: int
the maximum number of projectiles we're allowed to control simultaneously
Default value: 8
MyRocket
Type: UTProj_AvrilRocketBase
Modifiers: repnotify
A pointer to the currently controlled rocket
NoAmmoWeaponPutDownAnim
Type: name
Animation to play when there is no ammo
PendingLockedTarget
Type: Actor
What "target" is current pending to be locked on to
PendingLockedTargetTime
Type: float
When did the pending Target become valid
ReloadAnimSpeed
Type: float
The speed of a deferred reload
ReloadCue
Type: SoundCue
ReloadSound
Type: AudioComponent
ReloadTime
Type: float
How long the reload sequence takes
Default value: 3.0
TargetedProjectiles
Type: array<UTProjectile>
list of known mines/rockets to affect
TargetingLaserAmbientSound
Type: SoundCue
laser sounds
TargetingLaserStartSound
Type: SoundCue
laser sounds
TargetingLaserStopSound
Type: SoundCue
laser sounds
WeaponReloadAnim
Type: name
Anim to play while reloading
Default values
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions
Native functions
CanLockOnTo
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
The function checks to see if we are locked on a target
UpdateLockTarget
Events
AdjustLockTarget
This function is used to adjust the LockTarget.
Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget
Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
SetPosition
Overrides: UTWeapon.SetPosition
This function aligns the gun model in the world
Tick
Overrides: Actor.Tick
Other instance functions
ActiveRenderOverlays
Overrides: UTWeapon.ActiveRenderOverlays
Draw the Avril hud
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
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CanThrow
Overrides: UTWeapon.CanThrow
Returns true if this item can be thrown out.
CheckLockZoom
called when locked target changes, check if we should start or stop the zooming due to the target change
CheckZoom
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
Overrides: UTWeapon.EndFire
We Override endfire to add support for zooming
FastReload
FindTargetedProjectiles
called on a timer to fill the list of projectiles affected by the targeting laser
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GetEquipTime
Overrides: UTWeapon.GetEquipTime
GetWeaponDebug
Overrides: Weapon.GetWeaponDebug
Retrieves important weapon debug information as an array of strings. That can then be dumped or displayed on HUD.
PassThroughDamage
Overrides: Weapon.PassThroughDamage
returns true if should pass trace through this hitactor
PlayFireEffects
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
PlayWeaponEquip
Overrides: UTWeapon.PlayWeaponEquip
Show the weapon begin equipped
PlayWeaponPutDown
Overrides: UTWeapon.PlayWeaponPutDown
Show the weapon being put away
ProjectileFire
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
Overrides: Weapon.PutDownWeapon
This function is called to put a weapon down
RecommendRangedAttack
Overrides: Weapon.RecommendRangedAttack
RelativeStrengthVersus
Overrides: Weapon.RelativeStrengthVersus
RocketDestroyed
SetRocketTarget
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle
TryPutDown
Overrides: UTWeapon.TryPutDown
We override TryPutDown so that we can store the deferred amount of time.
UpdateTargetingLaser
updates the location for the targeting laser and notifies any spider mines or AVRiL rockets in the vacinity
WeaponCalcCamera
Overrides: Weapon.WeaponCalcCamera
WeaponCalcCamera allows a weapon to adjust the pawn's controller's camera. Should be subclassed
WeaponEmpty
Overrides: UTWeapon.WeaponEmpty
Called when the weapon runs out of ammo during firing
States
Active
Active.ShouldLagRot
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
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
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
Inactive.EndState
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
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
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
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.EndState
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
Overrides: CanThrow (global)
Returns true if this item can be thrown out.
WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Make sure that aborted weapon switch didn't set deferred reload