My program doesn't have bugs. It just develops random features.
UE3:UTWeap_RocketLauncher (UDK)
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 ActiveRenderOverlays
- 3.3.2 AddAmmo
- 3.3.3 AdjustWeaponTimingForConsole
- 3.3.4 AttachMuzzleFlash
- 3.3.5 BestMode
- 3.3.6 DetachMuzzleFlash
- 3.3.7 DrawLFMData
- 3.3.8 FireAmmunition
- 3.3.9 FireLoad
- 3.3.10 GetAIRating
- 3.3.11 GetFireInterval
- 3.3.12 GetProjectileClass
- 3.3.13 GetSpreadDist
- 3.3.14 GetWeaponDebug
- 3.3.15 HideRocket
- 3.3.16 HideRocketAmmo
- 3.3.17 PlayFiringSound
- 3.3.18 ProjectileFire
- 3.3.19 SuggestAttackStyle
- 3.3.20 UpdateAmmoVisibility
- 3.3.21 WeaponFireLoad
- 4 States
- 4.1 Active
- 4.2 Inactive
- 4.3 WeaponFiring
- 4.4 WeaponLoadAmmo
- 4.4.1 WeaponLoadAmmo.BeginState
- 4.4.2 WeaponLoadAmmo.EndState
- 4.4.3 WeaponLoadAmmo.IsFiring
- 4.4.4 WeaponLoadAmmo.AddAmmo
- 4.4.5 WeaponLoadAmmo.AddProjectile
- 4.4.6 WeaponLoadAmmo.BeginFire
- 4.4.7 WeaponLoadAmmo.CanViewAccelerationWhenFiring
- 4.4.8 WeaponLoadAmmo.DrawWeaponCrosshair
- 4.4.9 WeaponLoadAmmo.EndFire
- 4.4.10 WeaponLoadAmmo.RefireCheckTimer
- 4.4.11 WeaponLoadAmmo.TimeWeaponFiring
- 4.4.12 WeaponLoadAmmo.TryPutdown
- 4.4.13 WeaponLoadAmmo.WeaponEmpty
- 4.5 WeaponPlayingFire
- 4.6 WeaponWaitingForFire
- 4.6.1 WeaponWaitingForFire.BeginState
- 4.6.2 WeaponWaitingForFire.EndState
- 4.6.3 WeaponWaitingForFire.IsFiring
- 4.6.4 WeaponWaitingForFire.BeginFire
- 4.6.5 WeaponWaitingForFire.DrawWeaponCrosshair
- 4.6.6 WeaponWaitingForFire.EndFire
- 4.6.7 WeaponWaitingForFire.ForceFireTimer
- 4.6.8 WeaponWaitingForFire.TryPutdown
- 4.6.9 WeaponWaitingForFire.WeaponEmpty
- Package:
- UTGame
- Direct subclass:
- UTWeap_RocketLauncher_Content
- This class in other games:
- UT3
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Properties[edit]
Property group 'Locking'[edit]
LockAcquireTime[edit]
Type: float
How long does the player need to target an actor to lock on to it
LockCheckTime[edit]
Type: float
The frequency with which we will check for a lock
LockTolerance[edit]
Type: float
Once locked, how long can the player go without painting the object before they lose the lock
Internal variables[edit]
See UTWeap_RocketLauncher internal variables.
Default values[edit]
Property | Value |
---|---|
ItemName | "Rocket Launcher" |
PickupMessage | "Rocket Launcher" |
Priority | 10.1 |
WeaponFireWaveForm | ForceFeedbackWaveform'UTGame.Default__UTWeap_RocketLauncher:ForceFeedbackWaveformShooting1' |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums[edit]
ERocketFireMode1[edit]
- RFM_Spread
- RFM_Spiral
- RFM_Grenades
- RFM_Max
Functions[edit]
Native functions[edit]
CanLockOnTo[edit]
Given an actor (TA) determine if we can lock on to it. By default only allow locking on to pawns. Some weapons may want to be able to lock on to other actors.
CheckTargetLock[edit]
The function checks to see if we are locked on a target
UpdateLockTarget[edit]
Events[edit]
AdjustLockTarget[edit]
This function is used to adjust the LockTarget.
Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget
CauseMuzzleFlash[edit]
Overrides: UTWeapon.CauseMuzzleFlash
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight[edit]
Overrides: UTWeapon.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
MuzzleFlashTimer[edit]
Overrides: UTWeapon.MuzzleFlashTimer
Turns the MuzzleFlashlight off
ReplicatedEvent[edit]
Overrides: UTWeapon.ReplicatedEvent
StopMuzzleFlash[edit]
Overrides: UTWeapon.StopMuzzleFlash
Quickly turns off an active muzzle flash
Other instance functions[edit]
ActiveRenderOverlays[edit]
Overrides: UTWeapon.ActiveRenderOverlays
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
Parameters:
- HUD - HUD with canvas to draw on
AddAmmo[edit]
Overrides: UTWeapon.AddAmmo
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
AdjustWeaponTimingForConsole[edit]
Overrides: UTWeapon.AdjustWeaponTimingForConsole
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
AttachMuzzleFlash[edit]
Overrides: UTWeapon.AttachMuzzleFlash
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
DetachMuzzleFlash[edit]
Overrides: UTWeapon.DetachMuzzleFlash
Remove/Detach the muzzle flash components
DrawLFMData[edit]
Hud/Crosshairs
FireAmmunition[edit]
Overrides: UTWeapon.FireAmmunition
Deactiveate Spawn Protection
FireLoad[edit]
Fire off a load of rockets.
Network: Server Only
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GetFireInterval[edit]
Overrides: UTWeapon.GetFireInterval
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode. We override it here to support the queue!
Parameters:
- FireModeNum - fire mode
Returns:
- Period in seconds of firing mode
GetProjectileClass[edit]
Overrides: Weapon.GetProjectileClass
We override GetProjectileClass to swap in a Seeking Rocket if we are locked on.
GetSpreadDist[edit]
Returns:
- The amount of spread
GetWeaponDebug[edit]
Overrides: Weapon.GetWeaponDebug
Retrieves important weapon debug information as an array of strings. That can then be dumped or displayed on HUD.
HideRocket[edit]
HideRocketAmmo[edit]
PlayFiringSound[edit]
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
If we are locked on, we need to set the Seeking projectiles LockedTarget.
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
AI Interface
UpdateAmmoVisibility[edit]
WeaponFireLoad[edit]
States[edit]
Active[edit]
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState[edit]
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
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, simulated
Inactive.BeginState[edit]
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
Inactive.EndState[edit]
Overrides: UTWeapon.Inactive.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.
WeaponFiring[edit]
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.ReplicatedEvent[edit]
Overrides: UTWeapon.WeaponFiring.ReplicatedEvent
WeaponLoadAmmo[edit]
State WeaponLoadAmmo In this state, ammo will continue to load up until MaxLoadCount has been reached. It's similar to the firing state
Modifiers: simulated
WeaponLoadAmmo.BeginState[edit]
Overrides: Object.BeginState (global)
Initialize the alt fire state
WeaponLoadAmmo.EndState[edit]
Overrides: Object.EndState (global)
Insure that the LoadedShotCount is 0 when we leave this state
WeaponLoadAmmo.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.AddAmmo[edit]
Overrides: AddAmmo (global)
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
WeaponLoadAmmo.AddProjectile[edit]
Adds a projectile to the queue and uses up some ammo. In Addition, it plays a sound so that other pawns in the world can hear it.
WeaponLoadAmmo.BeginFire[edit]
Overrides: Weapon.BeginFire (global)
We override BeginFire to detect a normal fire press and switch in to flocked mode
WeaponLoadAmmo.CanViewAccelerationWhenFiring[edit]
Overrides: UTWeapon.CanViewAccelerationWhenFiring (global)
You can run around loading up rockets ready to fire them! *
WeaponLoadAmmo.DrawWeaponCrosshair[edit]
Overrides: UTWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponLoadAmmo.EndFire[edit]
Overrides: UTWeapon.EndFire (global)
We need to override EndFire so that we can correctly fire off the current load if we have any.
WeaponLoadAmmo.RefireCheckTimer[edit]
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponLoadAmmo.TimeWeaponFiring[edit]
Overrides: Weapon.TimeWeaponFiring (global)
(Description copied from Weapon.TimeWeaponFiring)
Sets the timing for the firing state on server and local client. By default, a constant looping Rate Of Fire (ROF) is set up. When the delay has expired, the RefireCheckTimer event is triggered.
Network: LocalPlayer and Server
Parameters:
- FireModeNum - Fire Mode.
WeaponLoadAmmo.TryPutdown[edit]
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponLoadAmmo.WeaponEmpty[edit]
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing
WeaponPlayingFire[edit]
Modifiers: simulated
WeaponPlayingFire.EndState[edit]
Overrides: Object.EndState (global)
Clean up the weapon. Reset the shot count, etc
WeaponPlayingFire.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponPlayingFire.FireAnimDone[edit]
When the Fire animation is done chain the ending animation.
WeaponPlayingFire.FireAnimEnded[edit]
When the End-Fire animation is done return to the active state
WeaponPlayingFire.PlayFiringAnim[edit]
Choose the proper "Firing" animation to play depending on the number of shots loaded.
WeaponPlayingFire.PlayFiringEndAnim[edit]
Choose the proper "We are done firing, reset" animation to play depending on the number of shots loaded
WeaponWaitingForFire[edit]
Modifiers: simulated
WeaponWaitingForFire.BeginState[edit]
Overrides: Object.BeginState (global)
Set the Grace Period
WeaponWaitingForFire.EndState[edit]
Overrides: Object.EndState (global)
Insure that the LoadedShotCount is 0 when we leave this state
WeaponWaitingForFire.IsFiring[edit]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWaitingForFire.BeginFire[edit]
Overrides: Weapon.BeginFire (global)
We override BeginFire to detect a normal fire press and switch in to flocked mode
WeaponWaitingForFire.DrawWeaponCrosshair[edit]
Overrides: UTWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponWaitingForFire.EndFire[edit]
Overrides: UTWeapon.EndFire (global)
If we get an EndFire - Exit Immediately
WeaponWaitingForFire.ForceFireTimer[edit]
Fire the load
WeaponWaitingForFire.TryPutdown[edit]
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponWaitingForFire.WeaponEmpty[edit]
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing