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UE3:UTWeap_LinkGun (UDK)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTBeamWeapon >> UTWeap_LinkGun |
Contents
- 1 Properties
- 1.1 bAutoCharge
- 1.2 bBeamHit
- 1.3 BeamAmmoUsePerSecond
- 1.4 BeamAttachActor
- 1.5 BeamAttachLocation
- 1.6 BeamAttachNormal
- 1.7 BeamEndpointEffect
- 1.8 BeamLight
- 1.9 bFullPower
- 1.10 EndAltFireSound
- 1.11 HighPowerMuzzleFlashTemplate
- 1.12 LastBeamAttachTime
- 1.13 LastFireTime
- 1.14 LinkAttachmentClass
- 1.15 LinkBreakDelay
- 1.16 LinkedComponent
- 1.17 LinkedList
- 1.18 LinkedTo
- 1.19 LinkFlexibility
- 1.20 LinkStrength
- 1.21 MinimumDamage
- 1.22 MomentumTransfer
- 1.23 PartialAmmo
- 1.24 PartialCharge
- 1.25 PoweredUpEffect
- 1.26 PoweredUpEffectSocket
- 1.27 ReaccquireTimer
- 1.28 RechargeRate
- 1.29 SavedAmmoUse
- 1.30 SavedDamage
- 1.31 StartAltFireSound
- 1.32 TeamMuzzleFlashTemplates
- 1.33 Victim
- 1.34 WeaponLinkDistance
- 1.35 WeaponMaterialInstance
- 1.36 Default values
- 1.37 Subobjects
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AttachWeaponTo
- 2.2.2 AttemptLinkTo
- 2.2.3 BestMode
- 2.2.4 BoostPower
- 2.2.5 CalcLinkStrength
- 2.2.6 CanHeal
- 2.2.7 ChangeVisibility
- 2.2.8 ConsumeAmmo
- 2.2.9 ConsumeBeamAmmo
- 2.2.10 DenyPickupQuery
- 2.2.11 DrawWeaponCrosshair
- 2.2.12 FindLinkedWeapons
- 2.2.13 FocusOnLeader
- 2.2.14 GetAIRating
- 2.2.15 GetLinkedToLocation
- 2.2.16 GetLinkedWeapons
- 2.2.17 GetOptimalRangeFor
- 2.2.18 GetProjectileClass
- 2.2.19 GetTeamMuzzleFlashTemplate
- 2.2.20 KillBeamEmitter
- 2.2.21 KillEndpointEffect
- 2.2.22 ProcessBeamHit
- 2.2.23 SetBeamEmitterHidden
- 2.2.24 SetSkin
- 2.2.25 SuggestAttackStyle
- 2.2.26 SuggestDefenseStyle
- 2.2.27 UnLink
- 2.2.28 UpdateBeamEmitter
- 3 States
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Properties[edit]
bAutoCharge[edit]
Type: bool
whether link gun should auto-recharge
Default value: True
bBeamHit[edit]
Type: bool
true if beam currently hitting target
BeamAmmoUsePerSecond[edit]
Type: float
beam ammo consumption (per second)
Default value: 8.5
BeamAttachActor[edit]
Type: Actor
Actor to which beam is being attached
BeamAttachLocation[edit]
Type: Object.Vector
Where beam that isn't hitting a target is currently attached
BeamAttachNormal[edit]
Type: Object.Vector
Normal for beam attachment
BeamEndpointEffect[edit]
Type: UTEmitter
BeamLight[edit]
Type: UTLinkBeamLight
bFullPower[edit]
Type: bool
Modifiers: repnotify
True if have picked up link booster
EndAltFireSound[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStopCue'
HighPowerMuzzleFlashTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Gold'
LastBeamAttachTime[edit]
Type: float
Last time new beam attachment location was calculated
LastFireTime[edit]
Type: float
timeseconds when last fired
LinkAttachmentClass[edit]
Type: class<UTAttachment_LinkGun>
cached cast of attachment class for calling coloring functions
LinkBreakDelay[edit]
Type: float
Holds the amount of time to maintain the link before breaking it. This is important so that you can pass through small objects without having to worry about regaining the link
Default value: 0.5
LinkedComponent[edit]
Type: PrimitiveComponent
Holds the component we hit on the linked actor, for determining the linked beam endpoint on multi-component actors (such as Onslaught powernodes)
LinkedList[edit]
Type: array<UTWeap_LinkGun>
Holds the list of link guns linked to this weapon
LinkedTo[edit]
Type: Actor
Holds the actor that this weapon is linked to.
LinkFlexibility[edit]
Type: float
Holds the amount of flexibility of the link beam
Default value: 0.64
LinkStrength[edit]
Type: int
Modifiers: repnotify
Holds the current strength (in #s) of the link
Default value: 1
MinimumDamage[edit]
Type: float
minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)
Default value: 5.0
MomentumTransfer[edit]
Type: float
Momentum transfer for link beam (per second)
Default value: 50000.0
PartialAmmo[edit]
Type: float
Saved partial ammo consumption
PartialCharge[edit]
Type: float
partial (less than 1) ammo charge
PoweredUpEffect[edit]
Type: ParticleSystemComponent
activated whenever we're linked to other players (LinkStrength > 1)
Default value: ParticleSystemComponent'PoweredUpComponent'
PoweredUpEffectSocket[edit]
Type: name
socket to attach PoweredUpEffect to on our mesh
Default value: 'PowerEffectSocket'
ReaccquireTimer[edit]
Type: float
This is a time used with LinkBrekaDelay above
RechargeRate[edit]
Type: float
recharge rate in ammo per second
Default value: 1.0
SavedAmmoUse[edit]
Type: float
saved partial ammo use
SavedDamage[edit]
Type: float
saved partial damage (in case of high frame rate
StartAltFireSound[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStartCue'
TeamMuzzleFlashTemplates[edit]
Type: ParticleSystem
Array size: 3
Default value, index 0: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Red'
Default value, index 1: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Blue'
Default value, index 2: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam'
Victim[edit]
Type: Actor
Holds the Actor currently being hit by the beam
WeaponLinkDistance[edit]
Type: float
players holding link guns within this distance of each other automatically link up
Default value: 160.0
WeaponMaterialInstance[edit]
Type: MaterialInstanceConstant
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTBeamWeapon.FirstPersonMesh
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTWeap_LinkGun:MeshSequenceA' |
AnimSets[0] | AnimSet'WP_LinkGun.Anims.K_WP_LinkGun_1P_Base' |
FOV | 60.0 |
ReplacementPrimitive | None |
Scale | 0.9 |
SkeletalMesh | SkeletalMesh'WP_LinkGun.Mesh.SK_WP_Linkgun_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTBeamWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
SkeletalMesh | SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P' |
PoweredUpComponent[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
DepthPriorityGroup | SDPG_Foreground |
ReplacementPrimitive | None |
Template | ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp' |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTWeapon.Destroyed
When destroyed, make sure we clean ourselves from any chains
PostBeginPlay[edit]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
ReplicatedEvent[edit]
Overrides: UTWeapon.ReplicatedEvent
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
AttemptLinkTo[edit]
This function looks at how the beam is hitting and determines if this person is linkable
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
BoostPower[edit]
Increase weapon power (after picking up Link Booster)
CalcLinkStrength[edit]
this function figures out the strength of this link
CanHeal[edit]
Overrides: UTWeapon.CanHeal
CanHeal() used by bot AI should return true if this weapon is able to heal Other
ChangeVisibility[edit]
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
ConsumeAmmo[edit]
Overrides: UTWeapon.ConsumeAmmo
Consumes some of the ammo
ConsumeBeamAmmo[edit]
ConsumeBeamAmmo() consume beam ammo per tick.
DenyPickupQuery[edit]
Overrides: UTWeapon.DenyPickupQuery
Detect that we are trying to pickup another link gun and switch to full power
DrawWeaponCrosshair[edit]
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
FindLinkedWeapons[edit]
checks for nearby friendly link gun users and links to them
FocusOnLeader[edit]
Overrides: Weapon.FocusOnLeader
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GetLinkedToLocation[edit]
Returns a vector that specifics the point of linking.
GetLinkedWeapons[edit]
gets a list of the entire link chain
GetOptimalRangeFor[edit]
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
GetProjectileClass[edit]
Overrides: Weapon.GetProjectileClass
Returns the type of projectile to spawn. We use a function so subclasses can override it if needed (case in point, homing rockets).
GetTeamMuzzleFlashTemplate[edit]
KillBeamEmitter[edit]
Overrides: UTBeamWeapon.KillBeamEmitter
KillEndpointEffect[edit]
deactivates the beam endpoint effect, if present
ProcessBeamHit[edit]
Overrides: UTBeamWeapon.ProcessBeamHit
Process the hit info
SetBeamEmitterHidden[edit]
Overrides: UTBeamWeapon.SetBeamEmitterHidden
SetSkin[edit]
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
UnLink[edit]
Unlink this weapon from it's parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link
UpdateBeamEmitter[edit]
Overrides: UTBeamWeapon.UpdateBeamEmitter
States[edit]
WeaponBeamFiring[edit]
State WeaponFiring See UTWeapon.WeaponFiring
Inherits from: UTBeamWeapon.WeaponBeamFiring
Modifiers: simulated
WeaponBeamFiring.BeginState[edit]
Overrides: UTBeamWeapon.WeaponBeamFiring.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WeaponBeamFiring.EndState[edit]
Overrides: UTBeamWeapon.WeaponBeamFiring.EndState
When leaving the state, shut everything down
WeaponBeamFiring.Tick[edit]
Overrides: UTBeamWeapon.WeaponBeamFiring.Tick
Update the beam and handle the effects FIXMESTEVE MOVE TO TICKSPECIAL
WeaponBeamFiring.CanViewAccelerationWhenFiring[edit]
Overrides: UTWeapon.CanViewAccelerationWhenFiring (global)
You can run around spamming the beam and needing to look around all speed *
WeaponBeamFiring.EndFire[edit]
Overrides: UTBeamWeapon.WeaponBeamFiring.EndFire
When done firing, we have to make sure we unlink the weapon.
WeaponBeamFiring.SetCurrentFireMode[edit]
Overrides: Weapon.SetCurrentFireMode (global)
Set current firing mode. Network: Local Player and Server.
WeaponBeamFiring.SetFlashLocation[edit]
Overrides: Weapon.SetFlashLocation (global)
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
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]
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.
WeaponPuttingDown[edit]
Inherits from: UTWeapon.WeaponPuttingDown
Modifiers: simulated
WeaponPuttingDown.WeaponIsDown[edit]
Overrides: Weapon.WeaponPuttingDown.WeaponIsDown
We are done putting the weapon away, remove the mesh/etc.