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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[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]

Type: array<name>

arm animations corresponding to above

Default value, index 0: 'WeaponFire1'

Default value, index 1: 'WeaponFire2'

Default value, index 2: 'WeaponFire3'

PrimaryFireAnims[edit]

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[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
Member Value
V 0.0
CurrentRating 0.55
DrawScale3D
Member Value
X 1.0
Y 1.05
Z 1.0
EquipTime 0.8
FireInterval[0] 0.35
FireInterval[1] 0.35
FireOffset
Member Value
X 19.0
Y 10.0
Z -10.0
FiringStatesArray[1] 'WeaponLoadAmmo'
GroupWeight 0.51
IconCoordinates
Member Value
UL 128.0
V 399.0
VL 62.0
IconHeight 42
IconWidth 27
IconX 382
IconY 82
InventoryGroup 3
ItemName "Bio Rifle"
LockerAmmoCount 50
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
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
Member Value
X -1.0
Y -2.0
Z 0.0
Priority 3.1
QuickPickGroup 1
QuickPickWeight 0.8
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[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]

simulated event float GetPowerPerc ()

Overrides: UTWeapon.GetPowerPerc

Hud/Crosshairs

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAdjustedAim[edit]

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[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

PlayFireEffects[edit]

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[edit]

simulated function PlayFiringSound ()

Overrides: UTWeapon.PlayFiringSound

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

ProjectileFire[edit]

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[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


WeaponCooled[edit]

simulated function WeaponCooled ()


States[edit]

WeaponCoolDown[edit]

Modifiers: simulated

WeaponCoolDown.EndState[edit]

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[edit]

simulated function WeaponCooled ()

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]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Initialize the loadup

WeaponLoadAmmo.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Insure that the GlobStrength is 1 when we leave this state

WeaponLoadAmmo.GetPowerPerc[edit]

simulated event float GetPowerPerc ()

Overrides: GetPowerPerc (global)

Hud/Crosshairs

WeaponLoadAmmo.IsFiring[edit]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponLoadAmmo.RefireCheckTimer[edit]

simulated event RefireCheckTimer ()

Overrides: UTWeapon.RefireCheckTimer (global)

This is the timer event for each shot

WeaponLoadAmmo.CanViewAccelerationWhenFiring[edit]

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[edit]

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[edit]

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[edit]

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[edit]

simulated function SendToFiringState (byte FireModeNum)

Overrides: UTWeapon.SendToFiringState (global)

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

WeaponLoadAmmo.TryPutdown[edit]

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[edit]

simulated function WeaponEmpty ()

Overrides: UTWeapon.WeaponEmpty (global)

Called when the weapon runs out of ammo during firing

WeaponLoadAmmo.WeaponFireLoad[edit]

simulated function WeaponFireLoad ()

Fire off a shot w/ effects