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UE3:UTWeap_BioRifle_Content (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_BioRifle_Content
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

AdditionalCoolDownTime

Type: float


ArmsChargeAnim

Type: name


Default value: 'WeaponAltCharge'

ChargingSystem

Type: ParticleSystemComponent


Default value: ParticleSystemComponent'ChargePart'

CoolDownTime

Type: float


CurrentFireAnim

Type: int

the primary fire animation currently playing

GlobStrength

Type: int


Default value: 1

MaxGlobStrength

Type: int

maximum number of globs we can load for one shot

Default value: 10

PrimaryArmAnims

Type: array<name>

arm animations corresponding to above

Default value, index 0: 'WeaponFire1'

Default value, index 1: 'WeaponFire2'

Default value, index 2: 'WeaponFire3'

PrimaryFireAnims

Type: array<name>

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

Type: name


Default value: 'WeaponAltCharge'

WeaponLoadSnd

Type: SoundCue


Default value: SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltChamber_Cue'

Default values

Property Value
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
Member Value
V 0.0
DrawScale3D
Member Value
000000,Y
050000,Z
X 1.0
FireInterval[0] 0.0
FireInterval[1] 0.0
FireOffset
Member Value
000000,Y
000000,Z
X 19.0
FiringStatesArray[1] 'WeaponLoadAmmo'
IconCoordinates
Member Value
000000,UL
000000,VL
V 399.0
IconHeight 42
IconWidth 27
IconX 382
IconY 82
InventoryGroup 3
ItemName "Bio-Gewehr"
LockerAmmoCount 50
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
MaxAmmoCount 50
MuzzleFlashPSCTemplate ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_MF'
MuzzleFlashSocket 'Bio_MF'
PickupMessage "Bio-Gewehr"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_CGBio_Cue'
PlayerViewOffset
Member Value
000000,Y
000000,Z
X -1.0
Priority 3.0
QuickPickGroup 1
WeaponColor
Member Value
A 255
B 64
G 255
R 64
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

ChargePart

Class: Engine.ParticleSystemComponent

Property Value
bAutoActivate False
DepthPriorityGroup SDPG_Foreground
Template ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_MF'

FirstPersonMesh

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

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
SkeletalMesh SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid'

Functions

Events

GetPowerPerc

simulated event float GetPowerPerc ()

Overrides: UTWeapon.GetPowerPerc

Hud/Crosshairs

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Other instance functions

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAdjustedAim

simulated function Object.Rotator GetAdjustedAim (Object.Vector StartFireLoc)

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

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

PlayFireEffects

simulated function PlayFireEffects (byte FireModeNum, optional Object.Vector HitLocation)

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

simulated function PlayFiringSound ()

Overrides: UTWeapon.PlayFiringSound

Tells the weapon to play a firing sound (uses CurrentFireMode)

ProjectileFire

simulated function Projectile ProjectileFire ()

Overrides: UTWeapon.ProjectileFire

Take the projectile spawned and if it's the proper type, adjust it's strength and speed

SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


WeaponCooled

simulated function WeaponCooled ()


States

WeaponCoolDown

Modifiers: simulated

WeaponCoolDown.EndState

simulated event EndState (name NextStateName)

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

simulated function WeaponCooled ()

Overrides: WeaponCooled (global)


WeaponLoadAmmo

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

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Initialize the loadup

WeaponLoadAmmo.EndState

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Insure that the GlobStrength is 1 when we leave this state

WeaponLoadAmmo.GetPowerPerc

simulated event float GetPowerPerc ()

Overrides: GetPowerPerc (global)

Hud/Crosshairs

WeaponLoadAmmo.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponLoadAmmo.RefireCheckTimer

simulated event RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)

This is the timer event for each shot

WeaponLoadAmmo.CanViewAccelerationWhenFiring

simulated function bool CanViewAccelerationWhenFiring ()

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

simulated function EndFire (byte FireModeNum)

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

simulated function IncreaseGlobStrength ()

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

function bool IsFullyCharged ()

Overrides: UTWeapon.IsFullyCharged (global)

(Description copied from UTWeapon.IsFullyCharged)


Returns:

whether this is a charging weapon and is fully charged up

WeaponLoadAmmo.SendToFiringState

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

Don't send a zoomed fire mode in to a firing state

WeaponLoadAmmo.TryPutdown

simulated function bool TryPutdown ()

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

simulated function WeaponEmpty ()

Overrides: UTWeapon.WeaponEmpty (global)

Called when the weapon runs out of ammo during firing

WeaponLoadAmmo.WeaponFireLoad

simulated function WeaponFireLoad ()

Fire off a shot w/ effects