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Difference between revisions of "UE3:UTWeap SniperRifle (UT3)"

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}}
 
}}
 
{{autogenerated}}
 
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
+
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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<!-- enter variable description -->
 
<!-- enter variable description -->
 +
 +
'''Default value:''' 0.3
  
 
====HeadShotDamageMult====
 
====HeadShotDamageMult====
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headshot scale factor when running or falling
 
headshot scale factor when running or falling
 +
 +
'''Default value:''' 0.8
  
 
====SlowHeadshotScale====
 
====SlowHeadshotScale====
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headshot scale factor when moving slowly or stopped
 
headshot scale factor when moving slowly or stopped
  
'''Default value:''' 1.0
+
'''Default value:''' 1.75
  
 
====TeamSkins====
 
====TeamSkins====
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| {{tl|AimError||UTWeapon internal variables}}
 
| {{tl|AimError||UTWeapon internal variables}}
 
| 600.0
 
| 600.0
 +
|-
 +
| {{tl|AIRating||Weapon}}
 +
| 0.7
 
|-
 
|-
 
| {{tl|AmmoCount||UTWeapon internal variables}}
 
| {{tl|AmmoCount||UTWeapon internal variables}}
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| 256.0
 
| 256.0
 
|}
 
|}
 +
|-
 +
| {{tl|CurrentRating||UTWeapon internal variables}}
 +
| 0.7
 +
|-
 +
| {{tl|EquipTime||Weapon}}
 +
| 0.6
 +
|-
 +
| {{tl|FireInterval||Weapon}}[0]
 +
| 1.33
 +
|-
 +
| {{tl|FireInterval||Weapon}}[1]
 +
| 1.33
 
|-
 
|-
 
| {{tl|FiringStatesArray||Weapon}}[1]
 
| {{tl|FiringStatesArray||Weapon}}[1]
 
| 'Active'
 
| 'Active'
 +
|-
 +
| {{tl|GroupWeight||UTWeapon internal variables}}
 +
| 0.5
 
|-
 
|-
 
| {{tl|IconCoordinates||UTWeapon internal variables}}
 
| {{tl|IconCoordinates||UTWeapon internal variables}}
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! Value
 
! Value
 
|-
 
|-
| 000000,UL
+
| U
|  
+
| 726.0
 
|-
 
|-
| 000000,V
+
| UL
|  
+
| 165.0
 
|-
 
|-
| 000000,VL
+
| V
|  
+
| 532.0
 
|-
 
|-
| U
+
| VL
| 726.0
+
| 51.0
 
|}
 
|}
 
|-
 
|-
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|-
 
|-
 
| {{tl|ItemName||Inventory}}
 
| {{tl|ItemName||Inventory}}
| "Scharfschützengewehr"
+
| "Sniper Rifle"
 
|-
 
|-
 
| {{tl|LockerAmmoCount||UTWeapon internal variables}}
 
| {{tl|LockerAmmoCount||UTWeapon internal variables}}
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| {{tl|MaxAmmoCount||UTWeapon internal variables}}
 
| {{tl|MaxAmmoCount||UTWeapon internal variables}}
 
| 40
 
| 40
 +
|-
 +
| {{tl|MaxDesireability||Inventory}}
 +
| 0.63
 
|-
 
|-
 
| {{tl|MuzzleFlashLightClass||UTWeapon internal variables}}
 
| {{tl|MuzzleFlashLightClass||UTWeapon internal variables}}
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|-
 
|-
 
| {{tl|PickupMessage||Inventory}}
 
| {{tl|PickupMessage||Inventory}}
| "Scharfschützengewehr"
+
| "Sniper Rifle"
 
|-
 
|-
 
| {{tl|PickupSound||Inventory}}
 
| {{tl|PickupSound||Inventory}}
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|-
 
|-
 
| {{tl|Priority||Weapon}}
 
| {{tl|Priority||Weapon}}
| 4.0
+
| 4.1
 +
|-
 +
| {{tl|PutDownTime||Weapon}}
 +
| 0.45
 
|-
 
|-
 
| {{tl|QuickPickGroup||UTWeapon internal variables}}
 
| {{tl|QuickPickGroup||UTWeapon internal variables}}
 
| 7
 
| 7
 +
|-
 +
| {{tl|QuickPickWeight||UTWeapon internal variables}}
 +
| 0.8
 
|-
 
|-
 
| {{tl|TargetFrictionMultiplierRange||UTWeapon}}
 
| {{tl|TargetFrictionMultiplierRange||UTWeapon}}
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! Value
 
! Value
 
|-
 
|-
| 100000,Y
+
| X
 +
| 0.1
 +
|-
 +
| Y
 +
| 0.2
 +
|}
 +
|-
 +
| {{tl|TargetFrictionOffset||UTWeapon}}
 
|  
 
|  
 +
{| class="list defaults"
 +
! {{tl|Vector||Object structs|Member}}
 +
! Value
 
|-
 
|-
 
| X
 
| X
 
| 0.0
 
| 0.0
 +
|-
 +
| Y
 +
| 0.0
 +
|-
 +
| Z
 +
| 40.0
 
|}
 
|}
 
|-
 
|-
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| {{tl|WeaponFireSnd||UTWeapon}}[0]
 
| {{tl|WeaponFireSnd||UTWeapon}}[0]
 
| {{cl|SoundCue}}'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
 
| {{cl|SoundCue}}'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
 +
|-
 +
| {{tl|WeaponFireWaveForm||UTWeapon internal variables}}
 +
| {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1'
 
|-
 
|-
 
| {{tl|WeaponPutDownSnd||UTWeapon}}
 
| {{tl|WeaponPutDownSnd||UTWeapon}}
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| {{tl|ZoomedTargetFOV||UTWeapon internal variables}}
 
| {{tl|ZoomedTargetFOV||UTWeapon internal variables}}
 
| 12.0
 
| 12.0
 +
|-
 +
| {{tl|ZoomedTurnSpeedScalePct||UTWeapon}}
 +
| 0.45
 
|}
 
|}
  
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|-
 
|-
 
| {{tl|Scale||PrimitiveComponent properties}}
 
| {{tl|Scale||PrimitiveComponent properties}}
| 1.0
+
| 1.5
 
|-
 
|-
 
| {{tl|SkeletalMesh||SkeletalMeshComponent}}
 
| {{tl|SkeletalMesh||SkeletalMeshComponent}}

Latest revision as of 07:28, 16 August 2009

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_SniperRifle
Package: 
UTGame

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

Properties[edit]

bAbortZoom[edit]

Type: bool

Zoom minimum time

bDisplayCrosshair[edit]

Type: bool

Whether the standard crosshair should be displayed

Default value: True

FadeTime[edit]

Type: float


Default value: 0.3

HeadShotDamageMult[edit]

Type: float


Default value: 2.0

HeadShotDamageType[edit]

Type: class<UTDamageType>


Default value: Class'UTGame.UTDmgType_SniperHeadShot'

HudMaterial[edit]

Type: Texture2D


Default value: Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair'

RunningHeadshotScale[edit]

Type: float

headshot scale factor when running or falling

Default value: 0.8

SlowHeadshotScale[edit]

Type: float

headshot scale factor when moving slowly or stopped

Default value: 1.75

TeamSkins[edit]

Type: array<MaterialInterface>


Default value, index 0: Material'WP_SniperRifle.Materials.M_WP_SniperRifle'

Default value, index 1: MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue'

ZoomCount[edit]

Type: int

tracks number of zoom started calls before zoom is ended

ZoomLoop[edit]

Type: AudioComponent

sound while the zoom is in progress

ZoomLoopCue[edit]

Type: SoundCue


Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue'

Default values[edit]

Property Value
AimError 600.0
AIRating 0.7
AmmoCount 10
ArmsAnimSet AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_SniperRifle'
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
bWarnIfInLocker True
bZoomedFireMode[1] 1
CrossHairCoordinates
Member Value
U 256.0
CurrentRating 0.7
EquipTime 0.6
FireInterval[0] 1.33
FireInterval[1] 1.33
FiringStatesArray[1] 'Active'
GroupWeight 0.5
IconCoordinates
Member Value
U 726.0
UL 165.0
V 532.0
VL 51.0
IconHeight 51
IconWidth 54
IconX 451
IconY 448
InstantHitDamage[0] 70.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_SniperPrimary'
InstantHitDamageTypes[1] None
InstantHitMomentum[0] 10000.0
InventoryGroup 9
ItemName "Sniper Rifle"
LockerAmmoCount 10
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
MaxAmmoCount 40
MaxDesireability 0.63
MuzzleFlashLightClass Class'UTGame.UTRocketMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_MuzzleFlash'
PickupMessage "Sniper Rifle"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Sniper_Cue'
Priority 4.1
PutDownTime 0.45
QuickPickGroup 7
QuickPickWeight 0.8
TargetFrictionMultiplierRange
Member Value
X 0.1
Y 0.2
TargetFrictionOffset
Member Value
X 0.0
Y 0.0
Z 40.0
WeaponColor
Member Value
A 255
B 64
G 0
R 255
WeaponEquipSnd SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Raise_Cue'
WeaponFireSnd[0] SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1'
WeaponPutDownSnd SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Lower_Cue'
ZoomedRate 30.0
ZoomedTargetFOV 12.0
ZoomedTurnSpeedScalePct 0.45

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_SniperRifle:MeshSequenceA'
AnimSets[0] AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Base'
bForceUpdateAttachmentsInTick True
FOV 65.0
Scale 1.5
SkeletalMesh SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
SkeletalMesh SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid'

Functions[edit]

Events[edit]

CauseMuzzleFlash[edit]

simulated event CauseMuzzleFlash ()

Overrides: UTWeapon.CauseMuzzleFlash

Causes the muzzle flash to turn on and setup a time to turn it back off again.

Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

ChangeVisibility[edit]

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

DenyClientWeaponSet[edit]

simulated function bool DenyClientWeaponSet ()

Overrides: Weapon.DenyClientWeaponSet

Returns true if this weapon wants to deny a ClientWeaponSwitch call

DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTWeapon.DrawWeaponCrosshair

Draw the Crosshairs

DrawZoomedOverlay[edit]

simulated function DrawZoomedOverlay (HUD H)


EndFire[edit]

simulated function EndFire (byte FireModeNum)

Overrides: UTWeapon.EndFire

We Override endfire to add support for zooming

EndZoom[edit]

simulated function EndZoom (UTPlayerController PC)

Overrides: UTWeapon.EndZoom

Called when zooming ends

Parameters:

  • PC - cast of Instigator.Controller for convenience

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GetEffectLocation[edit]

simulated function Object.Vector GetEffectLocation ()

Overrides: UTWeapon.GetEffectLocation

(Description copied from UTWeapon.GetEffectLocation)


Returns:

the location + offset from which to spawn effects (primarily tracers)

Gotozoom[edit]

simulated function Gotozoom ()


HolderEnteredVehicle[edit]

simulated function HolderEnteredVehicle ()

Overrides: UTWeapon.HolderEnteredVehicle

called when Instigator enters a vehicle while we are its Weapon

LeaveZoom[edit]

simulated function LeaveZoom ()


PlayWeaponPutDown[edit]

simulated function PlayWeaponPutDown ()

Overrides: UTWeapon.PlayWeaponPutDown

Show the weapon being put away

PreloadTextures[edit]

simulated function PreloadTextures (bool bForcePreload)

Overrides: UTWeapon.PreloadTextures


ProcessInstantHit[edit]

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

Overrides: UTWeapon.ProcessInstantHit

(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server

Parameters:

  • HitActor - Actor hit by trace
  • AimDir - Aim direction of shot
  • HitLocation - world location vector where HitActor was hit by trace
  • HitNormal - hit normal vector
  • HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..

PutDownWeapon[edit]

simulated function PutDownWeapon ()

Overrides: Weapon.PutDownWeapon

This function is called to put a weapon down

RecommendRangedAttack[edit]

function bool RecommendRangedAttack ()

Overrides: Weapon.RecommendRangedAttack


RestartCrosshair[edit]

simulated function RestartCrosshair ()


SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

(Description copied from UTWeapon.SetSkin)
Material control

Parameters:

  • NewMaterial - The new material to apply or none to clear it

StartZoom[edit]

simulated function StartZoom (UTPlayerController PC)

Overrides: UTWeapon.StartZoom

Called when zooming starts

Parameters:

  • PC - cast of Instigator.Controller for convenience

StopZoom[edit]

simulated function StopZoom ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle