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UE3:UTWeap_FlakCannon (UT3)
Contents
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
CenterShardClass
Type: class<Projectile>
Default value: Class'UTGame.UTProj_FlakShardMain'
curOnesOdometer
Type: int
curTensOdometer
Type: int
OdometerMaxPerSecOnes
Type: float
Default value: 21845.0
OdometerMaxPerSecTens
Type: float
Default value: 10950.0
OnesPlaceSkelName
Type: name
Default value: 'OnesDisplay'
SkeletonFirstPersonMesh
Type: UTSkeletalMeshComponent
Default value: UTSkeletalMeshComponent'FirstPersonMesh'
SpreadDist
Type: float
Default value: 0.1
TensPlaceSkelName
Type: name
Default value: 'TensDisplay'
Default values
Subobjects
FirstPersonMesh
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
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_3P_Mid' |
Functions
Events
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
Other instance functions
AddAmmo
Overrides: UTWeapon.AddAmmo
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CustomFire
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
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
GetOptimalRangeFor
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
ProjectileFire
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
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle
UpdateAmmoCount
States
WeaponEquipping
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
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
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.ReplicatedEvent
Overrides: UTWeapon.WeaponFiring.ReplicatedEvent