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UE3:UTWeap_ShockRifle (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_ShockRifle
Package: 
UTGame
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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]

Property Value
AIRating 0.65
AmmoCount 20
AttachmentClass Class'UTGame.UTAttachment_ShockRifle'
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 256.0
V 0.0
CurrentRating 0.65
FireCameraAnim[1] CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
FireInterval[0] 0.77
FireInterval[1] 0.6
FireOffset
Member Value
X 20.0
Y 5.0
Z 0.0
GroupWeight 0.5
IconCoordinates
Member Value
U 728.0
UL 162.0
V 382.0
VL 45.0
IconHeight 48
IconWidth 22
IconX 400
IconY 129
InstantHitDamage[0] 45.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_ShockPrimary'
InstantHitDamageTypes[1] None
InstantHitMomentum[0] 60000.0
InventoryGroup 4
ItemName "Shock Rifle"
LockerAmmoCount 30
LockerRotation
Member Value
Pitch 32768
Roll 16384
Yaw 0
MaxAmmoCount 50
MaxDesireability 0.65
MuzzleFlashAltPSCTemplate ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_MF_Alt'
MuzzleFlashColor
Member Value
A 255
B 255
G 120
R 200
MuzzleFlashLightClass Class'UTGame.UTShockMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_MF_Alt'
MuzzleFlashSocket 'MF'
PickupMessage "Shock Rifle"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
PlayerViewOffset
Member Value
X 17.0
Y 10.0
Z -8.0
Priority 4.2
QuickPickGroup 0
QuickPickWeight 0.9
ShouldFireOnRelease[1] 1
WeaponColor
Member Value
A 255
B 255
G 0
R 160
WeaponEquipSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
WeaponFireAnim[1] 'WeaponAltFire'
WeaponFireSnd[0] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_FireCue'
WeaponFireSnd[1] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue'
WeaponFireTypes[1] EWFT_Projectile
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_ShockRifle:ForceFeedbackWaveformShooting1'
WeaponProjectiles[1] Class'UTGame.UTProj_ShockBall'
WeaponPutDownSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_ShockRifle:MeshSequenceA'
AnimSets[0] AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
FOV 60.0
Rotation
Member Value
Pitch 0
Roll 0
Yaw -16384
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P'

Instance functions[edit]

AttachWeaponTo[edit]

simulated function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)

Overrides: UTWeapon.AttachWeaponTo

(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh

Parameters:

  • who - is the pawn to attach to

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

CalcWeaponFire[edit]

simulated function Actor.ImpactInfo CalcWeaponFire (Object.Vector StartTrace, Object.Vector EndTrace, optional out array<Actor.ImpactInfoImpactList)

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

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]

function ClearCombo ()


DoCombo[edit]

function DoCombo ()


GetAdjustedAim[edit]

simulated function Object.Rotator GetAdjustedAim (Object.Vector StartFireLoc)

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]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

InstantFireStartTrace[edit]

simulated function Object.Vector InstantFireStartTrace ()

Overrides: UTWeapon.InstantFireStartTrace

Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()

Returns:

position of trace start for instantfire()

PlayFireEffects[edit]

simulated function PlayFireEffects (byte FireModeNum, optional Object.Vector HitLocation)

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]

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

RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


SetComboTarget[edit]

function SetComboTarget (UTProj_ShockBall S)


SetFlashLocation[edit]

function SetFlashLocation (Object.Vector HitLocation)

Overrides: Weapon.SetFlashLocation

This function sets up the Location of a hit to be replicated to all remote clients.

Network: Server only

SetMuzzleFlashParams[edit]

simulated function SetMuzzleFlashParams (ParticleSystemComponent PSC)

Overrides: UTWeapon.SetMuzzleFlashParams

Allows a child to setup custom parameters on the muzzle flash

SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

Skip over the Instagib rifle code

StartFire[edit]

simulated function StartFire (byte FireModeNum)

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]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


States[edit]

WeaponFiring[edit]

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.RefireCheckTimer[edit]

simulated event RefireCheckTimer ()

Overrides: Weapon.WeaponFiring.RefireCheckTimer

Called when the weapon is done firing, handles what to do next.