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UE3:UTWeap_ImpactHammer (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_ImpactHammer

Contents

Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

AltHitEffect

Type: ParticleSystem


Default value: ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit_Impact'

AutoFireRange

Type: float

auto fire range

Default value: 110.0

AutoHitActor

Type: Actor

This is the actor that was hit automatically

bIsCurrentlyCharging

Type: bool

currently charging hammer

BloodMIC

Type: MaterialInstanceConstant


ChargeAnim

Type: name

The charging animations

Default value: 'weaponcharge'

ChargeEffect

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

Type: name


Default value: 'weaponchargedidle'

ChargeTime

Type: float

This holds when the hammer began charging

EMPDamage

Type: float

Max damage done to vehicle by EMP (alt-fire)

Default value: 150.0

ImpactJumpSound

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

Type: CameraAnim

played when target is killed by hammer

Default value: CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'

MaxChargeTime

Type: float

How long does it take for a full charge

Default value: 2.5

MaxDamage

Type: float


Default value: 140.0

MaxForce

Type: float


Default value: 100000.0

MinChargeTime

Type: float

Each shot will have at least this amount of charge

Default value: 1.0

MinDamage

Type: float


Default value: 20.0

MinForce

Type: float


Default value: 40000.0

MinSelfDamage

Type: float


Default value: 8.0

PowerLevel

Type: int


SelfDamageScale

Type: float


Default value: 0.3

SelfForceScale

Type: float


Default value: -1.2

WeaponChargeSnd

Type: SoundCue

The sound that plays while charging

Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireLoop_Cue'

WeaponEMPChargeSnd

Type: SoundCue

The sound that plays while charging EMP

Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFireLoop_Cue'

Default values

Property Value
AIRating 0.35
AmmoDisplayType EAWDS_None
ArmFireAnim[2] 'WeaponFire'
ArmFireAnim[3] 'WeaponFire'
ArmsAnimSet AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_ImpactHammer'
bCanThrow False
bFastRepeater True
bInstantHit True
bMeleeWeapon True
bMuzzleFlashPSCLoops True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 64.0
V 0.0
CurrentRating 0.45
FireCameraAnim[0] CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Primary_Fire_Shake'
FireCameraAnim[1] CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Alt_Fire_Shake'
FireInterval[0] 1.1
FireInterval[1] 1.1
FireInterval[2] 1.1
FireInterval[3] 1.1
FireOffset
Member Value
X 20.0
Y 0.0
Z 0.0
FiringStatesArray[0] 'WeaponChargeUp'
FiringStatesArray[1] 'WeaponChargeUp'
GroupWeight 0.7
IconCoordinates
Member Value
U 453.0
UL 135.0
V 327.0
VL 57.0
InstantHitDamage[0] 10.0
InstantHitDamage[1] 10.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_ImpactHammer'
InstantHitDamageTypes[1] Class'UTGame.UTDmgType_EMP'
InstantHitDamageTypes[3] Class'UTGame.UTDmgType_ImpactHammer'
InventoryGroup 1
ItemName "Impact Hammer"
MaxAmmoCount 5
MuzzleFlashAltPSCTemplate ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit'
MuzzleFlashPSCTemplate ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit'
PickupMessage "Impact Hammer"
Priority 1.0
ShotCost[0] 0
SmallWeaponsOffset
Member Value
X 12.0
Y 6.0
Z -6.0
TargetFrictionDistanceMax 200.0
TargetFrictionDistanceMin 64.0
TargetFrictionDistancePeak 128.0
WeaponCanvasXPct 0.45
WeaponCanvasYPct 0.45
WeaponColor
Member Value
A 255
B 128
G 255
R 255
WeaponEquipSnd SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Raise_Cue'
WeaponFireAnim[2] 'WeaponFire'
WeaponFireAnim[3] 'WeaponFire'
WeaponFireSnd[0] SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFire_Cue'
WeaponFireSnd[1] SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltImpact_Cue'
WeaponFireTypes[2] EWFT_None
WeaponFireTypes[3] EWFT_None
WeaponPutDownSnd SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Lower_Cue'
WeaponRange 110.0

Subobjects

FirstPersonMesh

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

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

No new values.

Functions

Events

GetPowerPerc

simulated event float GetPowerPerc ()

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

event ImpactAutoFire ()


Other instance functions

AttachWeaponTo

simulated function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)

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

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CalcAim

function float CalcAim (Pawn P, Pawn Target)

figure out how close P is to aiming at the center of Target

Returns:

the cosine of the angle of P's aim

CanAttack

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

Always keep charging impact hammer

CanViewAccelerationWhenFiring

simulated function bool CanViewAccelerationWhenFiring ()

Overrides: UTWeapon.CanViewAccelerationWhenFiring

You always run around with the impact hammer hammering! *

ClientAutoFire

reliable client function ClientAutoFire ()


GetAdjustedAim

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

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GivenTo

function GivenTo (Pawn ThisPawn, optional bool bDoNotActivate)

Overrides: UTWeapon.GivenTo

(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn

Parameters:

  • thisPawn - new weapon owner

HasAmmo

simulated function bool HasAmmo (byte FireModeNum, optional int Amount)

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

simulated function bool HasAnyAmmo ()

Overrides: UTWeapon.HasAnyAmmo

returns true if this weapon has any ammo

ImpactFire

simulated function ImpactFire ()


InstantFire

simulated function InstantFire ()

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

simulated function PlayImpactEffect (byte FiringMode, Actor.ImpactInfo Impact)


ProcessInstantHit

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

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

function float RelativeStrengthVersus (Pawn P, float Dist)

Overrides: Weapon.RelativeStrengthVersus


SetSkin

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

(Description copied from UTWeapon.SetSkin)
Material control

Parameters:

  • NewMaterial - The new material to apply or none to clear it

StopFireEffects

simulated function StopFireEffects (byte FireModeNum)

Overrides: UTWeapon.StopFireEffects

StopFireEffects Main function to stop any active effects This is called from Pawn::WeaponStoppedFiring

SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


States

Active

Inherits from: UTWeapon.Active

Modifiers: simulated

Active.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.Active.BeginState

Initialize the weapon as being active and ready to go.

WeaponChargeUp

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

simulated event BeginState (name PreviousStateName)

Overrides: Active.BeginState

Initialize the weapon as being active and ready to go.

WeaponChargeUp.EndState

simulated event EndState (name NextStateName)

Overrides: UTWeapon.Active.EndState

Clear Timers / Sounds

WeaponChargeUp.GetPowerPerc

simulated event float GetPowerPerc ()

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponChargeUp.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


WeaponChargeUp.BeginFire

simulated function BeginFire (byte FireModeNum)

Overrides: UTWeapon.Active.BeginFire

We override BeginFire() so that we can check for zooming

WeaponChargeUp.EndFire

simulated function EndFire (byte FireModeNum)

Overrides: UTWeapon.EndFire (global)

We Override endfire to add support for zooming

WeaponChargeUp.TryPutdown

simulated function bool TryPutdown ()

Overrides: Weapon.Active.TryPutDown

Put the weapon down

WeaponRecharge

Modifiers: simulated

WeaponRecharge.BeginState

simulated event BeginState (name PreviousStateName)

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

simulated event EndState (name NextStateName)

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponRecharge.Recharged

simulated function Recharged ()


WeaponRecharge.ResetFireMode

simulated function ResetFireMode ()

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

simulated function bool 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