Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
Property group 'Locking'
LockAcquireTime
Type: float
How long does the player need to target an actor to lock on to it
LockCheckTime
Type: float
The frequency with which we will check for a lock
LockTolerance
Type: float
Once locked, how long can the player go without painting the object before they lose the lock
Internal variables
See UTWeap_RocketLauncher internal variables.
Default values
Property | Value |
---|---|
ItemName | "Rocket Launcher" |
PickupMessage | "Rocket Launcher" |
Priority | 10.1 |
WeaponFireWaveForm | ForceFeedbackWaveform'UTGame.Default__UTWeap_RocketLauncher:ForceFeedbackWaveformShooting1' |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums
ERocketFireMode1
- RFM_Spread
- RFM_Spiral
- RFM_Grenades
- RFM_Max
Functions
Native functions
CanLockOnTo
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
The function checks to see if we are locked on a target
UpdateLockTarget
Events
AdjustLockTarget
This function is used to adjust the LockTarget.
Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget
CauseMuzzleFlash
Overrides: UTWeapon.CauseMuzzleFlash
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight
Overrides: UTWeapon.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on
Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
MuzzleFlashTimer
Overrides: UTWeapon.MuzzleFlashTimer
Turns the MuzzleFlashlight off
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
StopMuzzleFlash
Overrides: UTWeapon.StopMuzzleFlash
Quickly turns off an active muzzle flash
Other instance functions
ActiveRenderOverlays
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
Overrides: UTWeapon.AddAmmo
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
AdjustWeaponTimingForConsole
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
Overrides: UTWeapon.AttachMuzzleFlash
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
DetachMuzzleFlash
Overrides: UTWeapon.DetachMuzzleFlash
Remove/Detach the muzzle flash components
DrawLFMData
Hud/Crosshairs
FireAmmunition
Overrides: UTWeapon.FireAmmunition
Deactiveate Spawn Protection
FireLoad
Fire off a load of rockets.
Network: Server Only
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GetFireInterval
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
Overrides: Weapon.GetProjectileClass
We override GetProjectileClass to swap in a Seeking Rocket if we are locked on.
GetSpreadDist
Returns:
- The amount of spread
GetWeaponDebug
Overrides: Weapon.GetWeaponDebug
Retrieves important weapon debug information as an array of strings. That can then be dumped or displayed on HUD.
HideRocket
HideRocketAmmo
PlayFiringSound
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
ProjectileFire
Overrides: UTWeapon.ProjectileFire
If we are locked on, we need to set the Seeking projectiles LockedTarget.
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
AI Interface
UpdateAmmoVisibility
WeaponFireLoad
States
Active
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
Inactive
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
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
Inactive.EndState
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
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.ReplicatedEvent
Overrides: UTWeapon.WeaponFiring.ReplicatedEvent
WeaponLoadAmmo
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
Overrides: Object.BeginState (global)
Initialize the alt fire state
WeaponLoadAmmo.EndState
Overrides: Object.EndState (global)
Insure that the LoadedShotCount is 0 when we leave this state
WeaponLoadAmmo.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponLoadAmmo.AddAmmo
Overrides: AddAmmo (global)
This function is used to add ammo back to a weapon. It's called from the Inventory Manager
WeaponLoadAmmo.AddProjectile
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
Overrides: Weapon.BeginFire (global)
We override BeginFire to detect a normal fire press and switch in to flocked mode
WeaponLoadAmmo.CanViewAccelerationWhenFiring
Overrides: UTWeapon.CanViewAccelerationWhenFiring (global)
You can run around loading up rockets ready to fire them! *
WeaponLoadAmmo.DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponLoadAmmo.EndFire
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
Overrides: UTWeapon.RefireCheckTimer (global)
WeaponLoadAmmo.TimeWeaponFiring
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
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
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing
WeaponPlayingFire
Modifiers: simulated
WeaponPlayingFire.EndState
Overrides: Object.EndState (global)
Clean up the weapon. Reset the shot count, etc
WeaponPlayingFire.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponPlayingFire.FireAnimDone
When the Fire animation is done chain the ending animation.
WeaponPlayingFire.FireAnimEnded
When the End-Fire animation is done return to the active state
WeaponPlayingFire.PlayFiringAnim
Choose the proper "Firing" animation to play depending on the number of shots loaded.
WeaponPlayingFire.PlayFiringEndAnim
Choose the proper "We are done firing, reset" animation to play depending on the number of shots loaded
WeaponWaitingForFire
Modifiers: simulated
WeaponWaitingForFire.BeginState
Overrides: Object.BeginState (global)
Set the Grace Period
WeaponWaitingForFire.EndState
Overrides: Object.EndState (global)
Insure that the LoadedShotCount is 0 when we leave this state
WeaponWaitingForFire.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWaitingForFire.BeginFire
Overrides: Weapon.BeginFire (global)
We override BeginFire to detect a normal fire press and switch in to flocked mode
WeaponWaitingForFire.DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair (global)
Draw the Crosshairs
WeaponWaitingForFire.EndFire
Overrides: UTWeapon.EndFire (global)
If we get an EndFire - Exit Immediately
WeaponWaitingForFire.ForceFireTimer
Fire the load
WeaponWaitingForFire.TryPutdown
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
Overrides: UTWeapon.WeaponEmpty (global)
Called when the weapon runs out of ammo during firing