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UE3:UTWeap_ShockRifle (UDK)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_ShockRifleBase >> UTWeap_ShockRifle |
Contents
- Package:
- UTGameContent
- This class in other games:
- UT3
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Properties[edit]
bRegisterTarget[edit]
Type: bool
bWaitForCombo[edit]
Type: bool
bWasACombo[edit]
Type: bool
ComboStart[edit]
Type: Object.Vector
ComboTarget[edit]
Type: UTProj_ShockBall
CurrentPath[edit]
Type: int
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeap_ShockRifleBase.FirstPersonMesh
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTWeap_ShockRifle:MeshSequenceA' | ||||||||
AnimSets[0] | AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base' | ||||||||
FOV | 60.0 | ||||||||
ReplacementPrimitive | None | ||||||||
Rotation |
|
||||||||
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeap_ShockRifleBase.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P' |
Instance functions[edit]
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CalcWeaponFire[edit]
Overrides: Weapon.CalcWeaponFire
(Description copied from Weapon.CalcWeaponFire)
CalcWeaponFire: Simulate an instant hit shot. This doesn't deal any damage nor trigger any effect. It just simulates a shot and returns the hit information, to be post-processed later.
ImpactList returns a list of ImpactInfo containing all listed impacts during the simulation. CalcWeaponFire however returns one impact (return variable) being the first geometry impact straight, with no direction change. If you were to do refraction, reflection, bullet penetration or something like that, this would return exactly when the crosshair sees: The first 'real geometry' impact, skipping invisible triggers and volumes.
Parameters:
- StartTrace - world location to start trace from
- EndTrace - world location to end trace at
- Extent - extent of trace performed
Returns:
- first 'real geometry' impact that occured.
Output: ImpactList list of all impacts that occured during simulation
Note: if an impact didn't occur, and impact is still returned, with its HitLocation being the EndTrace value.
ClearCombo[edit]
DoCombo[edit]
GetAdjustedAim[edit]
Overrides: Weapon.GetAdjustedAim
GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
InstantFireStartTrace[edit]
Overrides: UTWeapon.InstantFireStartTrace
Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
Returns:
- position of trace start for instantfire()
PlayFireEffects[edit]
Overrides: UTWeapon.PlayFireEffects
PlayFireEffects Is the root function that handles all of the effects associated with a weapon. This function creates the 1st person effects. It should only be called on a locally controlled player.
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
RangedAttackTime[edit]
Overrides: Weapon.RangedAttackTime
SetComboTarget[edit]
SetFlashLocation[edit]
Overrides: Weapon.SetFlashLocation
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
SetMuzzleFlashParams[edit]
Overrides: UTWeapon.SetMuzzleFlashParams
Allows a child to setup custom parameters on the muzzle flash
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
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
States[edit]
WeaponFiring[edit]
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.RefireCheckTimer[edit]
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Called when the weapon is done firing, handles what to do next.