My program doesn't have bugs. It just develops random features.
UE3:UTWeap_Redeemer (UT3)
- Package:
- UTGame
- Direct subclass:
- UTWeap_Redeemer_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bFlickerOn[edit]
Type: bool
FlickerParamName[edit]
Type: name
PowerColors[edit]
Type: Object.LinearColor
Array size: 2
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
RedRedeemerClass[edit]
Type: class<Projectile>
WarHeadClass[edit]
Type: class<UTRemoteRedeemer>
This is the class spawn when the redeemer is fired *
WeaponMaterialInstance[edit]
Type: MaterialInstanceConstant
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bCanDestroyBarricades | True | ||||||||
bWarnIfInLocker | True | ||||||||
ItemName | "Redeemer" | ||||||||
NeedToPickUpAnnouncement |
|
||||||||
PickupMessage | "Redeemer" | ||||||||
Priority | 12.0 | ||||||||
ProjectileSpawnOffset | 50.0 | ||||||||
SmallWeaponsOffset |
|
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
Other instance functions[edit]
AllowSwitchTo[edit]
Overrides: UTWeapon.AllowSwitchTo
(Description copied from UTWeapon.AllowSwitchTo)
called on both Instigator's current weapon and its pending weapon (if they exist)
Returns:
- whether Instigator is allowed to switch to NewWeapon
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
ClientWeaponSet[edit]
Overrides: UTWeapon.ClientWeaponSet
(Description copied from Weapon.ClientWeaponSet)
is called by the server to tell the client about potential weapon changes after the player runs over a weapon (the client decides whether to actually switch weapons or not. Network: LocalPlayer
Parameters:
- bOptionalSet - Set to true if the switch is optional. (simple weapon pickup and weight against current weapon).
CoversScreenSpace[edit]
Overrides: UTWeapon.CoversScreenSpace
Flicker[edit]
FlickerOff[edit]
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GetHand[edit]
Overrides: UTWeapon.GetHand
Returns the current Weapon Hand
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).
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
Fires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server
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
States[edit]
Inactive[edit]
state Inactive This state is the default state. It needs to make sure Zooming is reset when entering/leaving
Inherits from: UTWeapon.Inactive
Modifiers: auto
Inactive.BeginState[edit]
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
WeaponAbortEquip[edit]
Inherits from: UTWeapon.WeaponAbortEquip
Modifiers: simulated
WeaponAbortEquip.BeginState[edit]
Overrides: UTWeapon.WeaponAbortEquip.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
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.
WeaponEquipping.EndState[edit]
Overrides: UTWeapon.WeaponEquipping.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponEquipping.Flicker[edit]
Overrides: Flicker (global)
WeaponPuttingDown[edit]
Inherits from: UTWeapon.WeaponPuttingDown
Modifiers: simulated
WeaponPuttingDown.BeginState[edit]
Overrides: UTWeapon.WeaponPuttingDown.BeginState
Time the process and clear the Firing flags