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UE3:UTWeap_Redeemer (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Redeemer
Package: 
UTGame
Direct subclass:
UTWeap_Redeemer_Content

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
Member Value
AnnouncementText "Grab the Redeemer!"
PickupMessage "Redeemer"
Priority 12.0
ProjectileSpawnOffset 50.0
SmallWeaponsOffset
Member Value
X 0.0
Y 0.0
Z 0.0

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]

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Event called when weapon actor is destroyed

Other instance functions[edit]

AllowSwitchTo[edit]

simulated function bool AllowSwitchTo (Weapon NewWeapon)

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]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

ClientWeaponSet[edit]

reliable client function ClientWeaponSet (bool bOptionalSet)

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]

simulated function bool CoversScreenSpace (Object.Vector ScreenLoc, Canvas Canvas)

Overrides: UTWeapon.CoversScreenSpace


Flicker[edit]

simulated function Flicker ()


FlickerOff[edit]

simulated function FlickerOff ()


GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GetHand[edit]

simulated function UTPlayerController.EWeaponHand GetHand ()

Overrides: UTWeapon.GetHand

Returns the current Weapon Hand

GetProjectileClass[edit]

function class<ProjectileGetProjectileClass ()

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]

simulated function Projectile ProjectileFire ()

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]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

(Description copied from UTWeapon.SetSkin)
Material control

Parameters:

  • NewMaterial - The new material to apply or none to clear it

SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

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]

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.Inactive.BeginState

Clear out the PendingFires

WeaponAbortEquip[edit]

Inherits from: UTWeapon.WeaponAbortEquip

Modifiers: simulated

WeaponAbortEquip.BeginState[edit]

simulated event BeginState (name PrevStateName)

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]

simulated event BeginState (name PreviousStateName)

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]

simulated event EndState (name NextStateName)

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]

simulated function Flicker ()

Overrides: Flicker (global)


WeaponPuttingDown[edit]

Inherits from: UTWeapon.WeaponPuttingDown

Modifiers: simulated

WeaponPuttingDown.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.WeaponPuttingDown.BeginState

Time the process and clear the Firing flags