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UE3:UTWeap_ShockRifle (UT3)
Contents
- 1 Properties
- 2 Instance functions
- 2.1 AttachWeaponTo
- 2.2 BestMode
- 2.3 CalcWeaponFire
- 2.4 ClearCombo
- 2.5 DoCombo
- 2.6 GetAdjustedAim
- 2.7 GetAIRating
- 2.8 InstantFireStartTrace
- 2.9 PlayFireEffects
- 2.10 ProjectileFire
- 2.11 RangedAttackTime
- 2.12 SetComboTarget
- 2.13 SetFlashLocation
- 2.14 SetMuzzleFlashParams
- 2.15 SetSkin
- 2.16 StartFire
- 2.17 SuggestAttackStyle
- 3 States
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bRegisterTarget
Type: bool
bWaitForCombo
Type: bool
bWasACombo
Type: bool
ComboStart
Type: Object.Vector
ComboTarget
Type: UTProj_ShockBall
CurrentPath
Type: int
Default values
Subobjects
FirstPersonMesh
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 |
|
||||||||
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P' |
Instance functions
AttachWeaponTo
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
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
CalcWeaponFire
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
DoCombo
GetAdjustedAim
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
Overrides: Weapon.GetAIRating
AI interface
InstantFireStartTrace
Overrides: UTWeapon.InstantFireStartTrace
Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
Returns:
- position of trace start for instantfire()
PlayFireEffects
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
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
Overrides: Weapon.RangedAttackTime
SetComboTarget
SetFlashLocation
Overrides: Weapon.SetFlashLocation
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
SetMuzzleFlashParams
Overrides: UTWeapon.SetMuzzleFlashParams
Allows a child to setup custom parameters on the muzzle flash
SetSkin
Overrides: UTWeapon.SetSkin
Skip over the Instagib rifle code
StartFire
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
Overrides: Weapon.SuggestAttackStyle
States
WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
Called when the weapon is done firing, handles what to do next.