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UE3:UTWeap_SniperRifle (UT3)
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 BestMode
- 2.2.2 ChangeVisibility
- 2.2.3 DenyClientWeaponSet
- 2.2.4 DrawWeaponCrosshair
- 2.2.5 DrawZoomedOverlay
- 2.2.6 EndFire
- 2.2.7 EndZoom
- 2.2.8 GetAIRating
- 2.2.9 GetEffectLocation
- 2.2.10 Gotozoom
- 2.2.11 HolderEnteredVehicle
- 2.2.12 LeaveZoom
- 2.2.13 PlayWeaponPutDown
- 2.2.14 PreloadTextures
- 2.2.15 ProcessInstantHit
- 2.2.16 PutDownWeapon
- 2.2.17 RecommendRangedAttack
- 2.2.18 RestartCrosshair
- 2.2.19 SetSkin
- 2.2.20 StartZoom
- 2.2.21 StopZoom
- 2.2.22 SuggestAttackStyle
- 2.2.23 SuggestDefenseStyle
- Package:
- UTGame
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bAbortZoom
Type: bool
Zoom minimum time
bDisplayCrosshair
Type: bool
Whether the standard crosshair should be displayed
Default value: True
FadeTime
Type: float
HeadShotDamageMult
Type: float
Default value: 2.0
HeadShotDamageType
Type: class<UTDamageType>
Default value: Class'UTGame.UTDmgType_SniperHeadShot'
HudMaterial
Type: Texture2D
Default value: Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair'
RunningHeadshotScale
Type: float
headshot scale factor when running or falling
SlowHeadshotScale
Type: float
headshot scale factor when moving slowly or stopped
Default value: 1.0
TeamSkins
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
Type: int
tracks number of zoom started calls before zoom is ended
ZoomLoop
Type: AudioComponent
sound while the zoom is in progress
ZoomLoopCue
Type: SoundCue
Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue'
Default values
Subobjects
FirstPersonMesh
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 | 1.0 |
SkeletalMesh | SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid' |
Functions
Events
CauseMuzzleFlash
Overrides: UTWeapon.CauseMuzzleFlash
Causes the muzzle flash to turn on and setup a time to turn it back off again.
Other instance functions
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
DenyClientWeaponSet
Overrides: Weapon.DenyClientWeaponSet
Returns true if this weapon wants to deny a ClientWeaponSwitch call
DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
DrawZoomedOverlay
EndFire
Overrides: UTWeapon.EndFire
We Override endfire to add support for zooming
EndZoom
Overrides: UTWeapon.EndZoom
Called when zooming ends
Parameters:
- PC - cast of Instigator.Controller for convenience
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GetEffectLocation
Overrides: UTWeapon.GetEffectLocation
(Description copied from UTWeapon.GetEffectLocation)
Returns:
- the location + offset from which to spawn effects (primarily tracers)
Gotozoom
HolderEnteredVehicle
Overrides: UTWeapon.HolderEnteredVehicle
called when Instigator enters a vehicle while we are its Weapon
LeaveZoom
PlayWeaponPutDown
Overrides: UTWeapon.PlayWeaponPutDown
Show the weapon being put away
PreloadTextures
Overrides: UTWeapon.PreloadTextures
ProcessInstantHit
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
Overrides: Weapon.PutDownWeapon
This function is called to put a weapon down
RecommendRangedAttack
Overrides: Weapon.RecommendRangedAttack
RestartCrosshair
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
StartZoom
Overrides: UTWeapon.StartZoom
Called when zooming starts
Parameters:
- PC - cast of Instigator.Controller for convenience
StopZoom
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle