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UE3:UTWeap_Physicsgun (UT3)
- Package:
- UTGameContent
- This class in other games:
- UDK
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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 |
|
||||||||||
GroupWeight | 0.5 | ||||||||||
InventoryGroup | 154 | ||||||||||
LockerAmmoCount | 15 | ||||||||||
MaxAmmoCount | 35 | ||||||||||
PickupFactoryMesh | StaticMeshComponent'StaticMeshComponent1' | ||||||||||
PlayerViewOffset |
|
||||||||||
WeaponColor |
|
||||||||||
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 |
|
||||||||
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 |
|
||||||||
Scale | 0.3 | ||||||||
StaticMesh | StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P' | ||||||||
Translation |
|
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
ChangeVisibility[edit]
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
DoOverrideNextWeapon[edit]
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]
Overrides: Weapon.DoOverridePrevWeapon
hook to override Previous weapon call.
StartFire[edit]
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]
Overrides: Weapon.StopFire
This initiates the shutdown of a weapon that is firing. Network: Local Player