Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTWeap InstagibRifle (UT3)"

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m (added missing members)
 
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}}
 
}}
 
{{autogenerated}}
 
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
+
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
 +
====bBetrayalMode====
 +
'''Type:''' [[bool]]
 +
 +
<!-- enter variable description -->
 +
 
====TeamMuzzleFlashes====
 
====TeamMuzzleFlashes====
 
'''Type:''' [[array]]<{{cl|ParticleSystem}}>
 
'''Type:''' [[array]]<{{cl|ParticleSystem}}>
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| {{tl|AIRating||Weapon}}
 
| {{tl|AIRating||Weapon}}
 
| 1.0
 
| 1.0
 +
|-
 +
| {{tl|AmmoDisplayType||UTWeapon internal variables}}
 +
| {{tl|AmmoWidgetDisplayStyle||UTWeapon|EAWDS_None}}
 
|-
 
|-
 
| {{tl|AttachmentClass||UTWeapon internal variables}}
 
| {{tl|AttachmentClass||UTWeapon internal variables}}
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|-
 
|-
 
| U
 
| U
| 320.0
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| 256.0
 
|-
 
|-
 
| V
 
| V
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'''Parameters:'''
 
'''Parameters:'''
 
* ''who'' - is the pawn to attach to
 
* ''who'' - is the pawn to attach to
 +
 +
====BestMode====
 +
{{code|function [[byte]]&nbsp;'''BestMode''' ()}}
 +
 +
'''Overrides:''' {{tl|BestMode|UTWeapon|instance functions}}
 +
 +
BestMode()
 +
choose between regular or alt-fire
  
 
====GetAIRating====
 
====GetAIRating====
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AI interface
 
AI interface
 +
 +
====ProcessInstantHit====
 +
{{code|simulated function '''ProcessInstantHit''' ([[byte]]&nbsp;'''FiringMode''', {{tl|ImpactInfo|Actor|structs}}&nbsp;'''Impact''')}}
 +
 +
'''Overrides:''' {{tl|ProcessInstantHit|UTWeapon|instance functions}}
 +
 +
''(Description copied from {{tl|ProcessInstantHit|Weapon|instance functions}})''<br/>
 +
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..
  
 
====RangedAttackTime====
 
====RangedAttackTime====

Latest revision as of 07:25, 16 August 2009

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

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

Properties[edit]

bBetrayalMode[edit]

Type: bool


TeamMuzzleFlashes[edit]

Type: array<ParticleSystem>


Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'

Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'

TeamSkins[edit]

Type: array<MaterialInterface>


Default value, index 0: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'

Default value, index 1: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'

Default values[edit]

Property Value
AIRating 1.0
AmmoDisplayType EAWDS_None
AttachmentClass Class'UTGame.UTAttachment_InstagibRifle'
bCanThrow False
bExportMenuData False
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 256.0
V 0.0
CurrentRating 1.0
FireInterval[0] 1.1
FireInterval[1] 1.1
FireOffset
Member Value
X 20.0
Y 5.0
Z 0.0
GroupWeight 0.5
IconCoordinates
Member Value
U 722.0
UL 166.0
V 479.0
VL 42.0
IconHeight 48
IconWidth 22
IconX 400
IconY 129
InstantHitDamage[0] 1000.0
InstantHitDamage[1] 1000.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_Instagib'
InstantHitDamageTypes[1] Class'UTGame.UTDmgType_Instagib'
InstantHitMomentum[0] 100000.0
InventoryGroup 12
ItemName "Instagib Rifle"
MuzzleFlashSocket 'MF'
PickupMessage "Instagib ShockRifle"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
PlayerViewOffset
Member Value
X 17.0
Y 10.0
Z -8.0
Priority 4.3
ShotCost[0] 0
ShotCost[1] 0
WeaponColor
Member Value
A 255
B 255
G 0
R 160
WeaponEquipSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
WeaponFireAnim[0] 'WeaponFireInstiGib'
WeaponFireAnim[1] 'WeaponFireInstiGib'
WeaponFireSnd[0] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
WeaponFireSnd[1] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
WeaponPutDownSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_InstagibRifle:MeshSequenceA'
AnimSets[0] AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
FOV 60.0
Rotation
Member Value
Pitch 0
Roll 0
Yaw -16384
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

No new values.

Instance functions[edit]

AttachWeaponTo[edit]

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[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

ProcessInstantHit[edit]

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..

RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


SetSkin[edit]

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