I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTWeap_ImpactHammer (UT3)
Contents
- 1 Properties
- 1.1 AltHitEffect
- 1.2 AutoFireRange
- 1.3 AutoHitActor
- 1.4 bIsCurrentlyCharging
- 1.5 BloodMIC
- 1.6 ChargeAnim
- 1.7 ChargeEffect
- 1.8 ChargeIdleAnim
- 1.9 ChargeTime
- 1.10 EMPDamage
- 1.11 ImpactJumpSound
- 1.12 ImpactKillCameraAnim
- 1.13 MaxChargeTime
- 1.14 MaxDamage
- 1.15 MaxForce
- 1.16 MinChargeTime
- 1.17 MinDamage
- 1.18 MinForce
- 1.19 MinSelfDamage
- 1.20 PowerLevel
- 1.21 SelfDamageScale
- 1.22 SelfForceScale
- 1.23 WeaponChargeSnd
- 1.24 WeaponEMPChargeSnd
- 1.25 Default values
- 1.26 Subobjects
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AttachWeaponTo
- 2.2.2 BestMode
- 2.2.3 CalcAim
- 2.2.4 CanAttack
- 2.2.5 CanViewAccelerationWhenFiring
- 2.2.6 ClientAutoFire
- 2.2.7 GetAdjustedAim
- 2.2.8 GetAIRating
- 2.2.9 GivenTo
- 2.2.10 HasAmmo
- 2.2.11 HasAnyAmmo
- 2.2.12 ImpactFire
- 2.2.13 InstantFire
- 2.2.14 PlayImpactEffect
- 2.2.15 ProcessInstantHit
- 2.2.16 RelativeStrengthVersus
- 2.2.17 SetSkin
- 2.2.18 StopFireEffects
- 2.2.19 SuggestAttackStyle
- 3 States
- Package:
- UTGame
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AltHitEffect[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit_Impact'
AutoFireRange[edit]
Type: float
auto fire range
Default value: 110.0
AutoHitActor[edit]
Type: Actor
This is the actor that was hit automatically
bIsCurrentlyCharging[edit]
Type: bool
currently charging hammer
BloodMIC[edit]
Type: MaterialInstanceConstant
ChargeAnim[edit]
Type: name
The charging animations
Default value: 'weaponcharge'
ChargeEffect[edit]
Type: ParticleSystem
Array size: 2
Default value, index 0: ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Charge_Primary'
Default value, index 1: ParticleSystem'WP_ImpactHammer.Particles.P_WP_Impact_Charge_Secondary'
ChargeIdleAnim[edit]
Type: name
Default value: 'weaponchargedidle'
ChargeTime[edit]
Type: float
This holds when the hammer began charging
EMPDamage[edit]
Type: float
Max damage done to vehicle by EMP (alt-fire)
Default value: 150.0
ImpactJumpSound[edit]
Type: SoundCue
Sound played when you take damage from your own hammer
Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireBodyThrow_Cue'
ImpactKillCameraAnim[edit]
Type: CameraAnim
played when target is killed by hammer
Default value: CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'
MaxChargeTime[edit]
Type: float
How long does it take for a full charge
Default value: 2.5
MaxDamage[edit]
Type: float
Default value: 140.0
MaxForce[edit]
Type: float
Default value: 100000.0
MinChargeTime[edit]
Type: float
Each shot will have at least this amount of charge
Default value: 1.0
MinDamage[edit]
Type: float
Default value: 20.0
MinForce[edit]
Type: float
Default value: 40000.0
MinSelfDamage[edit]
Type: float
Default value: 8.0
PowerLevel[edit]
Type: int
SelfDamageScale[edit]
Type: float
Default value: 0.3
SelfForceScale[edit]
Type: float
Default value: -1.2
WeaponChargeSnd[edit]
Type: SoundCue
The sound that plays while charging
Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireLoop_Cue'
WeaponEMPChargeSnd[edit]
Type: SoundCue
The sound that plays while charging EMP
Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFireLoop_Cue'
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTWeap_ImpactHammer:MeshSequenceA' |
AnimSets[0] | AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Base' |
FOV | 75.0 |
Materials[0] | Material'WP_ImpactHammer.Materials.M_WP_ImpactHammer_Base' |
SkeletalMesh | SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions[edit]
Events[edit]
GetPowerPerc[edit]
Overrides: UTWeapon.GetPowerPerc
(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
Returns:
- the percentage of power ( 1.0 - 0.0 )
ImpactAutoFire[edit]
Other instance functions[edit]
AttachWeaponTo[edit]
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CalcAim[edit]
figure out how close P is to aiming at the center of Target
Returns:
- the cosine of the angle of P's aim
CanAttack[edit]
Overrides: UTWeapon.CanAttack
Always keep charging impact hammer
CanViewAccelerationWhenFiring[edit]
Overrides: UTWeapon.CanViewAccelerationWhenFiring
You always run around with the impact hammer hammering! *
ClientAutoFire[edit]
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
GivenTo[edit]
Overrides: UTWeapon.GivenTo
(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn
Parameters:
- thisPawn - new weapon owner
HasAmmo[edit]
Overrides: UTWeapon.HasAmmo
(Description copied from UTWeapon.HasAmmo)
This function checks to see if the weapon has any ammo available for a given fire mode.
Parameters:
- FireModeNum - The Fire Mode to Test For
- Amount - Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost
HasAnyAmmo[edit]
Overrides: UTWeapon.HasAnyAmmo
returns true if this weapon has any ammo
ImpactFire[edit]
InstantFire[edit]
Overrides: UTWeapon.InstantFire
Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects.
Network: Local Player and Server
PlayImpactEffect[edit]
ProcessInstantHit[edit]
Overrides: UTWeapon.ProcessInstantHit
(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server
Parameters:
- HitActor - Actor hit by trace
- AimDir - Aim direction of shot
- HitLocation - world location vector where HitActor was hit by trace
- HitNormal - hit normal vector
- HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..
RelativeStrengthVersus[edit]
Overrides: Weapon.RelativeStrengthVersus
SetSkin[edit]
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
StopFireEffects[edit]
Overrides: UTWeapon.StopFireEffects
StopFireEffects Main function to stop any active effects This is called from Pawn::WeaponStoppedFiring
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
States[edit]
Active[edit]
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState[edit]
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
WeaponChargeUp[edit]
State WeaponLoadAmmo In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's similar to the firing state
Extends: Active
Modifiers: simulated
WeaponChargeUp.BeginState[edit]
Overrides: Active.BeginState
Initialize the weapon as being active and ready to go.
WeaponChargeUp.EndState[edit]
Overrides: UTWeapon.Active.EndState
Clear Timers / Sounds
WeaponChargeUp.GetPowerPerc[edit]
Overrides: GetPowerPerc (global)
(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
Returns:
- the percentage of power ( 1.0 - 0.0 )
WeaponChargeUp.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponChargeUp.Tick[edit]
Overrides: Actor.Tick (global)
WeaponChargeUp.BeginFire[edit]
Overrides: UTWeapon.Active.BeginFire
We override BeginFire() so that we can check for zooming
WeaponChargeUp.EndFire[edit]
Overrides: UTWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponChargeUp.TryPutdown[edit]
Overrides: Weapon.Active.TryPutDown
Put the weapon down
WeaponRecharge[edit]
Modifiers: simulated
WeaponRecharge.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WeaponRecharge.EndState[edit]
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.
WeaponRecharge.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponRecharge.Recharged[edit]
WeaponRecharge.ResetFireMode[edit]
need to make sure fire mode is set to a unique value so we can be sure it gets replicated again when we start charging again
WeaponRecharge.TryPutdown[edit]
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