I'm a doctor, not a mechanic
UE3:UTWeap_FlakCannon (UT3)
Contents
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
CenterShardClass[edit]
Type: class<Projectile>
Default value: Class'UTGame.UTProj_FlakShardMain'
curOnesOdometer[edit]
Type: int
curTensOdometer[edit]
Type: int
OdometerMaxPerSecOnes[edit]
Type: float
Default value: 21845.0
OdometerMaxPerSecTens[edit]
Type: float
Default value: 10950.0
OnesPlaceSkelName[edit]
Type: name
Default value: 'OnesDisplay'
SkeletonFirstPersonMesh[edit]
Type: UTSkeletalMeshComponent
Default value: UTSkeletalMeshComponent'FirstPersonMesh'
SpreadDist[edit]
Type: float
Default value: 0.1
TensPlaceSkelName[edit]
Type: name
Default value: 'TensDisplay'
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
AnimSets[0] | AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base' |
AnimTreeTemplate | AnimTree'WP_FlakCannon.Anims.AT_FlakCannon' |
FOV | 70.0 |
SkeletalMesh | SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_3P_Mid' |
Functions[edit]
Events[edit]
ReplicatedEvent[edit]
Overrides: UTWeapon.ReplicatedEvent
Other instance functions[edit]
AddAmmo[edit]
Overrides: UTWeapon.AddAmmo
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CustomFire[edit]
Overrides: Weapon.CustomFire
If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.
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
GetOptimalRangeFor[edit]
Overrides: UTWeapon.GetOptimalRangeFor
used by bot AI to get the optimal range for shooting Target can be called on friendly Targets if trying to heal it
HideFlakCannonAmmo[edit]
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
Fires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
UpdateAmmoCount[edit]
States[edit]
WeaponEquipping[edit]
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.BeginState[edit]
Overrides: UTWeapon.WeaponEquipping.BeginState
We want to being this state by setting up the timing and then notifying the pawn that the weapon has changed.
WeaponFiring[edit]
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.ReplicatedEvent[edit]
Overrides: UTWeapon.WeaponFiring.ReplicatedEvent