My program doesn't have bugs. It just develops random features.

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

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| {{tl|AimingHelpRadius||UTWeapon internal variables}}[0]
 
| {{tl|AimingHelpRadius||UTWeapon internal variables}}[0]
| 8.0
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| 8.5
 
|-
 
|-
 
| {{tl|AimingHelpRadius||UTWeapon internal variables}}[1]
 
| {{tl|AimingHelpRadius||UTWeapon internal variables}}[1]
| 11.0
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| 11.5
 
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| {{tl|AIRating||Weapon}}
 
| {{tl|AIRating||Weapon}}
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| {{tl|Priority||Weapon}}
 
| {{tl|Priority||Weapon}}
| 6.0
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| 9.5
 
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| {{tl|QuickPickGroup||UTWeapon internal variables}}
 
| {{tl|QuickPickGroup||UTWeapon internal variables}}
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AI interface
 
AI interface
 +
 +
====HasAmmo====
 +
{{code|simulated function [[bool]] '''HasAmmo''' ([[byte]] '''FireModeNum''', optional [[int]] '''Amount''')}}
 +
 +
'''Overrides:''' {{tl|HasAmmo|UTWeapon|instance functions}}
 +
 +
''(Description copied from {{tl|HasAmmo|UTWeapon|instance functions}})''<br/>
 +
This function checks to see if the weapon has any ammo available for a given fire mode.
 +
 +
'''Parameters:'''
 +
* ''FireModeNum'' - The Fire Mode to Test For
 +
* ''Amount'' - Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost
  
 
====PlayFiringSound====
 
====PlayFiringSound====

Latest revision as of 07:29, 16 August 2009

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

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

Properties[edit]

Property group 'Weapon'[edit]

WindDownTime[edit]

Type: float

Array size: 2


Default value, index 0: 0.27

Default value, index 1: 0.33

Internal variables[edit]

ArmFireAnims[edit]

Type: name

Array size: 2


Default value, index 0: 'WeaponFire'

Default value, index 1: 'WeaponFire-Secondary'

ArmSpinDownAnims[edit]

Type: name

Array size: 2


Default value, index 0: 'WeaponRampDown'

Default value, index 1: 'WeaponRampDown'

ArmSpinUpAnims[edit]

Type: name

Array size: 2

spin up, down, and fire animations to match above for the arm mesh

Default value, index 0: 'WeaponRampUp'

Default value, index 1: 'WeaponRampUp'

DesiredShotTime[edit]

Type: float


PrimaryMuzzleFlashPSC[edit]

Type: ParticleSystemComponent


Default value: ParticleSystemComponent'MuzzleFlashComponent'

SpinningBarrelCue[edit]

Type: SoundCue


Default value: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindLoopCue'

SpinningBarrelSound[edit]

Type: AudioComponent


WarmupShotCount[edit]

Type: int


WarmupShots[edit]

Type: int

Array size: 2


Default value, index 0: 5

Default value, index 1: 1

WeaponFireAnims[edit]

Type: name

Array size: 2


Default value, index 0: 'WeaponFire'

Default value, index 1: 'WeaponFire-Secondary'

WeaponFireStart[edit]

Type: SoundCue


WeaponLoadSnd[edit]

Type: SoundCue


WeaponMaterialInstance[edit]

Type: MaterialInstanceConstant


WeaponSpinDownAnims[edit]

Type: name

Array size: 2


Default value, index 0: 'WeaponRampDown'

Default value, index 1: 'WeaponRampDown'

WeaponSpinDownSnd[edit]

Type: SoundCue

Array size: 2


Default value, index 0: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'

Default value, index 1: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'

WeaponSpinUpAnims[edit]

Type: name

Array size: 2


Default value, index 0: 'WeaponRampUp'

Default value, index 1: 'WeaponRampUp'

WeaponSpinUpSnd[edit]

Type: SoundCue

Array size: 2


Default value, index 0: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'

Default value, index 1: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'

WeaponWarmUpShotSnd[edit]

Type: SoundCue


Default value: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireCue'

Default values[edit]

Property Value
AimError 700.0
AimingHelpRadius[0] 8.5
AimingHelpRadius[1] 11.5
AIRating 0.71
AmmoCount 100
ArmFireAnim[0]
ArmFireAnim[1]
ArmsAnimSet AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_Stinger'
bFastRepeater True
bInstantHit True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 448.0
V 0.0
CurrentRating 0.71
EquipTime 0.6
FireInterval[0] 0.1
FireInterval[1] 0.28
FireOffset
Member Value
X 19.0
Y 10.0
Z -10.0
FiringStatesArray[0] 'WeaponWindUp'
GroupWeight 0.52
IconCoordinates
Member Value
U 453.0
UL 147.0
V 508.0
VL 52.0
IconHeight 50
IconWidth 84
IconX 273
IconY 413
InstantHitDamage[0] 14.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_StingerBullet'
InventoryGroup 6
ItemName "Stinger Minigun"
LockerAmmoCount 150
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
MaxAmmoCount 300
MaxDesireability 0.73
MuzzleFlashAltPSCTemplate ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Alt_Fire'
MuzzleFlashLightClass Class'UTGame.UTStingerMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary_WarmUP'
PickupMessage "Stinger Minigun"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Stinger_Cue'
PlayerViewOffset
Member Value
X 0.0
Y 2.0
Z 0.0
Priority 9.5
QuickPickGroup 6
QuickPickWeight 0.9
ShotCost[1] 2
Spread[0] 0.0675
WeaponColor
Member Value
A 255
B 0
G 255
R 255
WeaponEquipSnd SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_RaiseCue'
WeaponFireAnim[0]
WeaponFireAnim[1]
WeaponFireSnd[0] SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireLoopCue'
WeaponFireSnd[1] SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireAltCue'
WeaponFireTypes[1] EWFT_Projectile
WeaponProjectiles[1] Class'UTGame.UTProj_StingerShard'
WeaponPutDownSnd SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_LowerCue'
WidescreenRotationOffset
Member Value
Pitch 0
Roll 0
Yaw 0

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_Stinger:MeshSequenceA'
AnimSets[0] AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Base'
FOV 65.0
SkeletalMesh SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_1P'

MuzzleFlashComponent[edit]

Class: Engine.ParticleSystemComponent

Property Value
bAutoActivate False
DepthPriorityGroup SDPG_Foreground
SecondsBeforeInactive 1.0
Template ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
SkeletalMesh SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_3P_Mid'

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

FireWarmupShot[edit]

simulated function FireWarmupShot ()

Needed so when the function is called on this object it will be found and then because we are in a state that version will be used *

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

HasAmmo[edit]

simulated function bool HasAmmo (byte FireModeNum, optional int Amount)

Overrides: UTWeapon.HasAmmo

(Description copied from UTWeapon.HasAmmo)
This function checks to see if the weapon has any ammo available for a given fire mode.

Parameters:

  • FireModeNum - The Fire Mode to Test For
  • Amount - Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost

PlayFiringSound[edit]

simulated function PlayFiringSound ()

Overrides: UTWeapon.PlayFiringSound

Tells the weapon to play a firing sound (uses CurrentFireMode)

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

StopBeltPanner[edit]

simulated function StopBeltPanner ()


States[edit]

Active[edit]

Inherits from: UTWeapon.Active

Modifiers: simulated

Active.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.Active.BeginState

Initialize the weapon as being active and ready to go.

WeaponFiring[edit]

State WeaponFiring See UTWeapon.WeaponFiring

Inherits from: UTWeapon.WeaponFiring

Modifiers: simulated

WeaponFiring.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTWeapon.WeaponFiring.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

WeaponFiring.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: UTWeapon.WeaponFiring.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

WeaponFiring.IsFiring[edit]

simulated event bool IsFiring ()

Overrides: Weapon.WeaponFiring.IsFiring

Returns true if the weapon is firing, used by AI

WeaponFiring.RefireCheckTimer[edit]

simulated function RefireCheckTimer ()

Overrides: Weapon.WeaponFiring.RefireCheckTimer

Called when the weapon is done firing, handles what to do next. We override the default here so as to go to the WindDown state.

WeaponWindDown[edit]

Modifiers: simulated

WeaponWindDown.IsFiring[edit]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponWindDown.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


WeaponWindUp[edit]

state WindUp The Minigun will first enter this state during the firing sequence. It winds up the barrel

Because we don't have animations or sounds, it just delays a bit then fires.

Modifiers: simulated

WeaponWindUp.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

WeaponWindUp.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

WeaponWindUp.IsFiring[edit]

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponWindUp.FireWarmupShot[edit]

simulated function FireWarmupShot ()

Overrides: FireWarmupShot (global)

Needed so when the function is called on this object it will be found and then because we are in a state that version will be used *

WeaponWindUp.RefireCheck[edit]

simulated function bool RefireCheck ()


WeaponWindUp.WeaponWarmedUp[edit]

simulated function WeaponWarmedUp ()