Mostly Harmless
Difference between revisions of "UE3:UTWeap Stinger (UT3)"
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| {{tl|AimingHelpRadius||UTWeapon internal variables}}[0] | | {{tl|AimingHelpRadius||UTWeapon internal variables}}[0] | ||
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| {{tl|AimingHelpRadius||UTWeapon internal variables}}[1] | | {{tl|AimingHelpRadius||UTWeapon internal variables}}[1] | ||
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| {{tl|AIRating||Weapon}} | | {{tl|AIRating||Weapon}} | ||
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| {{tl|Priority||Weapon}} | | {{tl|Priority||Weapon}} | ||
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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
Contents
- 1 Properties
- 1.1 Property group 'Weapon'
- 1.2 Internal variables
- 1.2.1 ArmFireAnims
- 1.2.2 ArmSpinDownAnims
- 1.2.3 ArmSpinUpAnims
- 1.2.4 DesiredShotTime
- 1.2.5 PrimaryMuzzleFlashPSC
- 1.2.6 SpinningBarrelCue
- 1.2.7 SpinningBarrelSound
- 1.2.8 WarmupShotCount
- 1.2.9 WarmupShots
- 1.2.10 WeaponFireAnims
- 1.2.11 WeaponFireStart
- 1.2.12 WeaponLoadSnd
- 1.2.13 WeaponMaterialInstance
- 1.2.14 WeaponSpinDownAnims
- 1.2.15 WeaponSpinDownSnd
- 1.2.16 WeaponSpinUpAnims
- 1.2.17 WeaponSpinUpSnd
- 1.2.18 WeaponWarmUpShotSnd
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- 3 States
- Package:
- UTGame
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
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]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions[edit]
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
FireWarmupShot[edit]
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]
Overrides: Weapon.GetAIRating
AI interface
HasAmmo[edit]
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]
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
SetSkin[edit]
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
StopBeltPanner[edit]
States[edit]
Active[edit]
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState[edit]
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]
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]
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]
Overrides: Weapon.WeaponFiring.IsFiring
Returns true if the weapon is firing, used by AI
WeaponFiring.RefireCheckTimer[edit]
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]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWindDown.Timer[edit]
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]
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]
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]
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWindUp.FireWarmupShot[edit]
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 *