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UE3:UTWeap_Physicsgun (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Physicsgun
Package: 
UTGameContent
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTWeap_Physicsgun'[edit]

ChangeHoldDistanceIncrement[edit]

Type: float


Default value: 50.0

HoldDistanceMax[edit]

Type: float


Default value: 750.0

HoldDistanceMin[edit]

Type: float


ThrowImpulse[edit]

Type: float


Default value: 100.0

WeaponImpulse[edit]

Type: float


Default value: 200.0

Internal variables[edit]

HoldDistance[edit]

Type: float


HoldOrientation[edit]

Type: Object.Quat


PhysicsGrabber[edit]

Type: RB_Handle


Default value: RB_Handle'RB_Handle0'

Default values[edit]

Property Value
AIRating 0.75
AmmoCount 15
AttachmentClass Class'UTGame.UTAttachment_FlakCannon'
bExportMenuData False
Components[0] RB_Handle'RB_Handle0'
CurrentRating 0.75
DroppedPickupMesh StaticMeshComponent'StaticMeshComponent1'
FireOffset
Member Value
X 16.0
Y 10.0
Z 0.0
GroupWeight 0.5
InventoryGroup 154
LockerAmmoCount 15
MaxAmmoCount 35
PickupFactoryMesh StaticMeshComponent'StaticMeshComponent1'
PlayerViewOffset
Member Value
X 0.0
Y 7.0
Z -9.0
WeaponColor
Member Value
A 255
B 128
G 255
R 255
WeaponFireSnd[0] SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue'
WeaponFireSnd[1] SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue'
WeaponFireTypes[0] EWFT_Custom
WeaponFireTypes[1] EWFT_Projectile
WeaponProjectiles[0] Class'UTGame.UTProj_FlakShard'
WeaponProjectiles[1] Class'UTGame.UTProj_FlakShell'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGameContent.Default__UTWeap_Physicsgun:MeshSequenceA'
AnimSets[0] AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base'
Rotation
Member Value
Pitch 0
Roll 0
Yaw -16384
Scale 0.5
SkeletalMesh SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_1P'

RB_Handle0[edit]

Class: Engine.RB_Handle

Property Value
AngularDamping 1.0
AngularStiffness 50.0
LinearDamping 1.0
LinearStiffness 50.0

StaticMeshComponent1[edit]

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
BlockRigidBody False
bUseAsOccluder False
CastShadow False
CollideActors False
Rotation
Member Value
Pitch 0
Roll 0
Yaw 32768
Scale 0.3
StaticMesh StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P'
Translation
Member Value
X 0.0
Y 0.0
Z -10.0

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

ChangeVisibility[edit]

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

DoOverrideNextWeapon[edit]

simulated function bool DoOverrideNextWeapon ()

Overrides: Weapon.DoOverrideNextWeapon

hook to override Next weapon call. For example the physics gun uses it to have mouse wheel change the distance of the held object. Warning: only use in firing state, otherwise it breaks weapon switching

DoOverridePrevWeapon[edit]

simulated function bool DoOverridePrevWeapon ()

Overrides: Weapon.DoOverridePrevWeapon

hook to override Previous weapon call.

StartFire[edit]

simulated function StartFire (byte FireModeNum)

Overrides: UTWeapon.StartFire

Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) and them simulates the firing effects locally. Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire Network: LocalPlayer

StopFire[edit]

simulated function StopFire (byte FireModeNum)

Overrides: Weapon.StopFire

This initiates the shutdown of a weapon that is firing. Network: Local Player