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UE3:UTWeap_Stinger (UT3)
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
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Weapon'
WindDownTime
Type: float
Array size: 2
Default value, index 0: 0.27
Default value, index 1: 0.33
Internal variables
ArmFireAnims
Type: name
Array size: 2
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire-Secondary'
ArmSpinDownAnims
Type: name
Array size: 2
Default value, index 0: 'WeaponRampDown'
Default value, index 1: 'WeaponRampDown'
ArmSpinUpAnims
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
Type: float
PrimaryMuzzleFlashPSC
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'MuzzleFlashComponent'
SpinningBarrelCue
Type: SoundCue
Default value: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindLoopCue'
SpinningBarrelSound
Type: AudioComponent
WarmupShotCount
Type: int
WarmupShots
Type: int
Array size: 2
Default value, index 0: 5
Default value, index 1: 1
WeaponFireAnims
Type: name
Array size: 2
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire-Secondary'
WeaponFireStart
Type: SoundCue
WeaponLoadSnd
Type: SoundCue
WeaponMaterialInstance
Type: MaterialInstanceConstant
WeaponSpinDownAnims
Type: name
Array size: 2
Default value, index 0: 'WeaponRampDown'
Default value, index 1: 'WeaponRampDown'
WeaponSpinDownSnd
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
Type: name
Array size: 2
Default value, index 0: 'WeaponRampUp'
Default value, index 1: 'WeaponRampUp'
WeaponSpinUpSnd
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
Type: SoundCue
Default value: SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireCue'
Default values
Subobjects
FirstPersonMesh
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
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
DepthPriorityGroup | SDPG_Foreground |
SecondsBeforeInactive | 1.0 |
Template | ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_3P_Mid' |
Functions
Events
PostBeginPlay
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Other instance functions
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
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
Overrides: Weapon.GetAIRating
AI interface
PlayFiringSound
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
StopBeltPanner
States
Active
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
WeaponFiring
State WeaponFiring See UTWeapon.WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.BeginState
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
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
Overrides: Weapon.WeaponFiring.IsFiring
Returns true if the weapon is firing, used by AI
WeaponFiring.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
Modifiers: simulated
WeaponWindDown.IsFiring
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWindDown.Timer
Overrides: Actor.Timer (global)
WeaponWindUp
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
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
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
Overrides: Weapon.IsFiring (global)
Returns true if the weapon is firing, used by AI
WeaponWindUp.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 *