Gah - a solution with more questions. – EntropicLqd
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
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
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
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
Other instance functions
AttachWeaponTo
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
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CalcAim
figure out how close P is to aiming at the center of Target
Returns:
- the cosine of the angle of P's aim
CanAttack
Overrides: UTWeapon.CanAttack
Always keep charging impact hammer
CanViewAccelerationWhenFiring
Overrides: UTWeapon.CanViewAccelerationWhenFiring
You always run around with the impact hammer hammering! *
ClientAutoFire
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
GivenTo
Overrides: UTWeapon.GivenTo
(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn
Parameters:
- thisPawn - new weapon owner
HasAmmo
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
Overrides: UTWeapon.HasAnyAmmo
returns true if this weapon has any ammo
ImpactFire
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
ProcessInstantHit
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
Overrides: Weapon.RelativeStrengthVersus
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
StopFireEffects
Overrides: UTWeapon.StopFireEffects
StopFireEffects Main function to stop any active effects This is called from Pawn::WeaponStoppedFiring
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
States
Active
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState
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
Overrides: Active.BeginState
Initialize the weapon as being active and ready to go.
WeaponChargeUp.EndState
Overrides: UTWeapon.Active.EndState
Clear Timers / Sounds
WeaponChargeUp.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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponChargeUp.Tick
Overrides: Actor.Tick (global)
WeaponChargeUp.BeginFire
Overrides: UTWeapon.Active.BeginFire
We override BeginFire() so that we can check for zooming
WeaponChargeUp.EndFire
Overrides: UTWeapon.EndFire (global)
We Override endfire to add support for zooming
WeaponChargeUp.TryPutdown
Overrides: Weapon.Active.TryPutDown
Put the weapon down
WeaponRecharge
Modifiers: simulated
WeaponRecharge.BeginState
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
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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponRecharge.Recharged
WeaponRecharge.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
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