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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
bAutoCharge
Type: bool
whether link gun should auto-recharge
Default value: True
bBeamHit
Type: bool
true if beam currently hitting target
BeamAmmoUsePerSecond
Type: float
beam ammo consumption (per second)
Default value: 8.5
BeamAttachActor
Type: Actor
Actor to which beam is being attached
BeamAttachLocation
Type: Object.Vector
Where beam that isn't hitting a target is currently attached
BeamAttachNormal
Type: Object.Vector
Normal for beam attachment
BeamEndpointEffect
Type: UTEmitter
BeamLight
Type: UTLinkBeamLight
bFullPower
Type: bool
Modifiers: repnotify
True if have picked up link booster
EndAltFireSound
Type: SoundCue
Default value: SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStopCue'
HighPowerMuzzleFlashTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Gold'
LastBeamAttachTime
Type: float
Last time new beam attachment location was calculated
LastFireTime
Type: float
timeseconds when last fired
LinkAttachmentClass
Type: class<UTAttachment_LinkGun>
cached cast of attachment class for calling coloring functions
LinkBreakDelay
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
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
Type: array<UTWeap_LinkGun>
Holds the list of link guns linked to this weapon
LinkedTo
Type: Actor
Holds the actor that this weapon is linked to.
LinkFlexibility
Type: float
Holds the amount of flexibility of the link beam
Default value: 0.64
LinkStrength
Type: int
Modifiers: repnotify
Holds the current strength (in #s) of the link
Default value: 1
MinimumDamage
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
Type: float
Momentum transfer for link beam (per second)
Default value: 50000.0
PartialAmmo
Type: float
Saved partial ammo consumption
PartialCharge
Type: float
partial (less than 1) ammo charge
PoweredUpEffect
Type: ParticleSystemComponent
activated whenever we're linked to other players (LinkStrength > 1)
Default value: ParticleSystemComponent'PoweredUpComponent'
PoweredUpEffectSocket
Type: name
socket to attach PoweredUpEffect to on our mesh
Default value: 'PowerEffectSocket'
ReaccquireTimer
Type: float
This is a time used with LinkBrekaDelay above
RechargeRate
Type: float
recharge rate in ammo per second
Default value: 1.0
SavedAmmoUse
Type: float
saved partial ammo use
SavedDamage
Type: float
saved partial damage (in case of high frame rate
StartAltFireSound
Type: SoundCue
Default value: SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStartCue'
TeamMuzzleFlashTemplates
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
Type: Actor
Holds the Actor currently being hit by the beam
WeaponLinkDistance
Type: float
players holding link guns within this distance of each other automatically link up
Default value: 160.0
WeaponMaterialInstance
Type: MaterialInstanceConstant
Default values
Subobjects
FirstPersonMesh
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
Class: Engine.SkeletalMeshComponent
Inherits from: UTBeamWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
SkeletalMesh | SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P' |
PoweredUpComponent
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
DepthPriorityGroup | SDPG_Foreground |
ReplacementPrimitive | None |
Template | ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp' |
Functions
Events
Destroyed
Overrides: UTWeapon.Destroyed
When destroyed, make sure we clean ourselves from any chains
PostBeginPlay
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
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
AttemptLinkTo
This function looks at how the beam is hitting and determines if this person is linkable
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
BoostPower
Increase weapon power (after picking up Link Booster)
CalcLinkStrength
this function figures out the strength of this link
CanHeal
Overrides: UTWeapon.CanHeal
CanHeal() used by bot AI should return true if this weapon is able to heal Other
ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
ConsumeAmmo
Overrides: UTWeapon.ConsumeAmmo
Consumes some of the ammo
ConsumeBeamAmmo
ConsumeBeamAmmo() consume beam ammo per tick.
DenyPickupQuery
Overrides: UTWeapon.DenyPickupQuery
Detect that we are trying to pickup another link gun and switch to full power
DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
FindLinkedWeapons
checks for nearby friendly link gun users and links to them
FocusOnLeader
Overrides: Weapon.FocusOnLeader
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GetLinkedToLocation
Returns a vector that specifics the point of linking.
GetLinkedWeapons
gets a list of the entire link chain
GetOptimalRangeFor
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
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
KillBeamEmitter
Overrides: UTBeamWeapon.KillBeamEmitter
KillEndpointEffect
deactivates the beam endpoint effect, if present
ProcessBeamHit
Overrides: UTBeamWeapon.ProcessBeamHit
Process the hit info
SetBeamEmitterHidden
Overrides: UTBeamWeapon.SetBeamEmitterHidden
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle
UnLink
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
Overrides: UTBeamWeapon.UpdateBeamEmitter
States
WeaponBeamFiring
State WeaponFiring See UTWeapon.WeaponFiring
Inherits from: UTBeamWeapon.WeaponBeamFiring
Modifiers: simulated
WeaponBeamFiring.BeginState
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
Overrides: UTBeamWeapon.WeaponBeamFiring.EndState
When leaving the state, shut everything down
WeaponBeamFiring.Tick
Overrides: UTBeamWeapon.WeaponBeamFiring.Tick
Update the beam and handle the effects FIXMESTEVE MOVE TO TICKSPECIAL
WeaponBeamFiring.CanViewAccelerationWhenFiring
Overrides: UTWeapon.CanViewAccelerationWhenFiring (global)
You can run around spamming the beam and needing to look around all speed *
WeaponBeamFiring.EndFire
Overrides: UTBeamWeapon.WeaponBeamFiring.EndFire
When done firing, we have to make sure we unlink the weapon.
WeaponBeamFiring.SetCurrentFireMode
Overrides: Weapon.SetCurrentFireMode (global)
Set current firing mode. Network: Local Player and Server.
WeaponBeamFiring.SetFlashLocation
Overrides: Weapon.SetFlashLocation (global)
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
WeaponEquipping
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
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
Inherits from: UTWeapon.WeaponPuttingDown
Modifiers: simulated
WeaponPuttingDown.WeaponIsDown
Overrides: Weapon.WeaponPuttingDown.WeaponIsDown
We are done putting the weapon away, remove the mesh/etc.