Mostly Harmless
UE3:UTWeap_BioRifle_Content (UT3)
Contents
- 1 Properties
- 2 Functions
- 3 States
- 3.1 WeaponCoolDown
- 3.2 WeaponLoadAmmo
- 3.2.1 WeaponLoadAmmo.BeginState
- 3.2.2 WeaponLoadAmmo.EndState
- 3.2.3 WeaponLoadAmmo.GetPowerPerc
- 3.2.4 WeaponLoadAmmo.IsFiring
- 3.2.5 WeaponLoadAmmo.RefireCheckTimer
- 3.2.6 WeaponLoadAmmo.CanViewAccelerationWhenFiring
- 3.2.7 WeaponLoadAmmo.EndFire
- 3.2.8 WeaponLoadAmmo.IncreaseGlobStrength
- 3.2.9 WeaponLoadAmmo.IsFullyCharged
- 3.2.10 WeaponLoadAmmo.SendToFiringState
- 3.2.11 WeaponLoadAmmo.TryPutdown
- 3.2.12 WeaponLoadAmmo.WeaponEmpty
- 3.2.13 WeaponLoadAmmo.WeaponFireLoad
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AdditionalCoolDownTime[edit]
Type: float
ArmsChargeAnim[edit]
Type: name
Default value: 'WeaponAltCharge'
ChargingSystem[edit]
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'ChargePart'
CoolDownTime[edit]
Type: float
Default value: 0.33
CurrentFireAnim[edit]
Type: int
the primary fire animation currently playing
GlobStrength[edit]
Type: int
Default value: 1
MaxGlobStrength[edit]
Type: int
maximum number of globs we can load for one shot
Default value: 10
PrimaryArmAnims[edit]
arm animations corresponding to above
Default value, index 0: 'WeaponFire1'
Default value, index 1: 'WeaponFire2'
Default value, index 2: 'WeaponFire3'
PrimaryFireAnims[edit]
Array of all the animations for the various primary fires
Default value, index 0: 'WeaponFire1'
Default value, index 1: 'WeaponFire2'
Default value, index 2: 'WeaponFire3'
WeaponChargeAnim[edit]
Type: name
Default value: 'WeaponAltCharge'
WeaponLoadSnd[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltChamber_Cue'
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.55 | ||||||||||
AmmoCount | 25 | ||||||||||
ArmFireAnim[0] | 'WeaponFire1' | ||||||||||
ArmFireAnim[1] | 'WeaponAltFire' | ||||||||||
ArmsAnimSet | AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Arms' | ||||||||||
AttachmentClass | Class'UTGame.UTAttachment_BioRifle' | ||||||||||
Components[0] | ParticleSystemComponent'ChargePart' | ||||||||||
CrossHairCoordinates |
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CurrentRating | 0.55 | ||||||||||
DrawScale3D |
|
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EquipTime | 0.8 | ||||||||||
FireInterval[0] | 0.35 | ||||||||||
FireInterval[1] | 0.35 | ||||||||||
FireOffset |
|
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FiringStatesArray[1] | 'WeaponLoadAmmo' | ||||||||||
GroupWeight | 0.51 | ||||||||||
IconCoordinates |
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IconHeight | 42 | ||||||||||
IconWidth | 27 | ||||||||||
IconX | 382 | ||||||||||
IconY | 82 | ||||||||||
InventoryGroup | 3 | ||||||||||
ItemName | "Bio Rifle" | ||||||||||
LockerAmmoCount | 50 | ||||||||||
LockerRotation |
|
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MaxAmmoCount | 50 | ||||||||||
MaxDesireability | 0.75 | ||||||||||
MuzzleFlashPSCTemplate | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_MF' | ||||||||||
MuzzleFlashSocket | 'Bio_MF' | ||||||||||
PickupMessage | "Bio Rifle" | ||||||||||
PickupSound | SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_CGBio_Cue' | ||||||||||
PlayerViewOffset |
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Priority | 3.1 | ||||||||||
QuickPickGroup | 1 | ||||||||||
QuickPickWeight | 0.8 | ||||||||||
WeaponColor |
|
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WeaponEquipSnd | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Raise_Cue' | ||||||||||
WeaponFireAnim[0] | 'WeaponFire1' | ||||||||||
WeaponFireAnim[1] | 'WeaponAltFire' | ||||||||||
WeaponFireSnd[0] | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireMain_Cue' | ||||||||||
WeaponFireSnd[1] | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltLarge_Cue' | ||||||||||
WeaponFireSnd[2] | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltSmall_Cue' | ||||||||||
WeaponFireTypes[0] | EWFT_Projectile | ||||||||||
WeaponProjectiles[0] | Class'UTGameContent.UTProj_BioShot' | ||||||||||
WeaponProjectiles[1] | Class'UTGameContent.UTProj_BioGlob' | ||||||||||
WeaponPutDownSnd | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Lower_Cue' |
Subobjects[edit]
ChargePart[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
DepthPriorityGroup | SDPG_Foreground |
Template | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_MF' |
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTWeap_BioRifle_Content:MeshSequenceA' |
AnimSets[0] | AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Base' |
FOV | 60.0 |
SkeletalMesh | SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid' |
Functions[edit]
Events[edit]
GetPowerPerc[edit]
Overrides: UTWeapon.GetPowerPerc
Hud/Crosshairs
PostBeginPlay[edit]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
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.
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
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.
PlayFiringSound[edit]
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
Take the projectile spawned and if it's the proper type, adjust it's strength and speed
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
WeaponCooled[edit]
States[edit]
WeaponCoolDown[edit]
Modifiers: simulated
WeaponCoolDown.EndState[edit]
Overrides: Object.EndState (global)
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.
WeaponCoolDown.WeaponCooled[edit]
Overrides: WeaponCooled (global)
WeaponLoadAmmo[edit]
State WeaponLoadAmmo In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's similar to the firing state
Modifiers: simulated
WeaponLoadAmmo.BeginState[edit]
Overrides: Object.BeginState (global)
Initialize the loadup
WeaponLoadAmmo.EndState[edit]
Overrides: Object.EndState (global)
Insure that the GlobStrength is 1 when we leave this state
WeaponLoadAmmo.GetPowerPerc[edit]
Overrides: GetPowerPerc (global)
Hud/Crosshairs
WeaponLoadAmmo.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
This is the timer event for each shot
WeaponLoadAmmo.CanViewAccelerationWhenFiring[edit]
Overrides: UTWeapon.CanViewAccelerationWhenFiring (global)
This determines whether or not the Weapon can have ViewAcceleration when Firing.
When you are FULLY charged up and running around the level looking for someone to Glob, you need to be able to view accelerate
WeaponLoadAmmo.EndFire[edit]
Overrides: UTWeapon.EndFire (global)
We need to override EndFire so that we can correctly fire off the current load if we have any.
WeaponLoadAmmo.IncreaseGlobStrength[edit]
Adds a rocket to the count and uses up some ammo. In Addition, it plays a sound so that other pawns in the world can here it.
WeaponLoadAmmo.IsFullyCharged[edit]
Overrides: UTWeapon.IsFullyCharged (global)
(Description copied from UTWeapon.IsFullyCharged)
Returns:
- whether this is a charging weapon and is fully charged up
WeaponLoadAmmo.SendToFiringState[edit]
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponLoadAmmo.TryPutdown[edit]
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponLoadAmmo.WeaponEmpty[edit]
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing
WeaponLoadAmmo.WeaponFireLoad[edit]
Fire off a shot w/ effects