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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
AdditionalCoolDownTime
Type: float
ArmsChargeAnim
Type: name
Default value: 'WeaponAltCharge'
ChargingSystem
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'ChargePart'
CoolDownTime
Type: float
Default value: 0.33
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
arm animations corresponding to above
Default value, index 0: 'WeaponFire1'
Default value, index 1: 'WeaponFire2'
Default value, index 2: 'WeaponFire3'
PrimaryFireAnims
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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
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
Overrides: UTWeapon.GetPowerPerc
Hud/Crosshairs
PostBeginPlay
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
GetAdjustedAim
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
Overrides: Weapon.GetAIRating
AI interface
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.
PlayFiringSound
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
ProjectileFire
Overrides: UTWeapon.ProjectileFire
Take the projectile spawned and if it's the proper type, adjust it's strength and speed
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle
WeaponCooled
States
WeaponCoolDown
Modifiers: simulated
WeaponCoolDown.EndState
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
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
Overrides: Object.BeginState (global)
Initialize the loadup
WeaponLoadAmmo.EndState
Overrides: Object.EndState (global)
Insure that the GlobStrength is 1 when we leave this state
WeaponLoadAmmo.GetPowerPerc
Overrides: GetPowerPerc (global)
Hud/Crosshairs
WeaponLoadAmmo.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.RefireCheckTimer
Overrides: UTWeapon.RefireCheckTimer (global)
This is the timer event for each shot
WeaponLoadAmmo.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
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
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
Overrides: UTWeapon.IsFullyCharged (global)
(Description copied from UTWeapon.IsFullyCharged)
Returns:
- whether this is a charging weapon and is fully charged up
WeaponLoadAmmo.SendToFiringState
Overrides: UTWeapon.SendToFiringState (global)
Don't send a zoomed fire mode in to a firing state
WeaponLoadAmmo.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
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing
WeaponLoadAmmo.WeaponFireLoad
Fire off a shot w/ effects