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UE3:UTWeap_FlakCannon (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_FlakCannon
Package: 
UTGame

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]

Property Value
AIRating 0.75
AmmoCount 10
ArmsAnimSet AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_FlakCannon'
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 64.0
CurrentRating 0.75
EquipTime 0.75
FireInterval[0] 1.1
FireInterval[1] 1.1
FireOffset
Member Value
X 8.0
Y 10.0
Z -10.0
GroupWeight 0.5
IconCoordinates
Member Value
U 131.0
UL 132.0
V 429.0
VL 52.0
IconHeight 38
IconWidth 60
IconX 394
IconY 38
InventoryGroup 7
ItemName "Flak Cannon"
LockerAmmoCount 20
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
MaxAmmoCount 30
MaxDesireability 0.75
MaxPitchLag 500.0
MaxYawLag 500.0
MuzzleFlashLightClass Class'UTGame.UTRocketMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_FlakCannon.Effects.P_WP_FlakCannon_Muzzle_Flash'
PickupMessage "Flak Cannon"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Flak_Cue'
PlayerViewOffset
Member Value
X -6.0
Y -4.0
Z 0.5
Priority 9.0
QuickPickGroup 4
QuickPickWeight 0.9
SmallWeaponsOffset
Member Value
X 12.0
Y 6.0
Z -6.0
TargetFrictionDistanceMax 200.0
TargetFrictionDistanceMin 64.0
TargetFrictionDistancePeak 128.0
WeaponColor
Member Value
A 255
B 128
G 255
R 255
WeaponEquipSnd SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_RaiseCue'
WeaponFireSnd[0] SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue'
WeaponFireSnd[1] SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue'
WeaponFireTypes[0] EWFT_Custom
WeaponFireTypes[1] EWFT_Projectile
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_FlakCannon:ForceFeedbackWaveformShooting1'
WeaponProjectiles[0] Class'UTGame.UTProj_FlakShard'
WeaponProjectiles[1] Class'UTGame.UTProj_FlakShell'
WeaponPutDownSnd SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_LowerCue'

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]

simulated event ReplicatedEvent (name VarName)

Overrides: UTWeapon.ReplicatedEvent


Other instance functions[edit]

AddAmmo[edit]

function int AddAmmo (int Amount)

Overrides: UTWeapon.AddAmmo

This function is used to add ammo back to a weapon. It's called from the Inventory Manager

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CustomFire[edit]

simulated function 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[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

GetOptimalRangeFor[edit]

function float GetOptimalRangeFor (Actor Target)

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]

simulated function HideFlakCannonAmmo ()


ProjectileFire[edit]

simulated function Projectile 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[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


UpdateAmmoCount[edit]

simulated function UpdateAmmoCount ()


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]

simulated event BeginState (name PreviousStateName)

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]

simulated event ReplicatedEvent (name VarName)

Overrides: UTWeapon.WeaponFiring.ReplicatedEvent