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UE3:UTWeap_Stinger (UT3)

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

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

Property Value
AimError 700.0
AimingHelpRadius[0] 8.0
AimingHelpRadius[1] 11.0
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 6.0
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

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

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Other instance functions

BestMode

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

FireWarmupShot

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

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

PlayFiringSound

simulated function PlayFiringSound ()

Overrides: UTWeapon.PlayFiringSound

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

SetSkin

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

simulated function StopBeltPanner ()


States

Active

Inherits from: UTWeapon.Active

Modifiers: simulated

Active.BeginState

simulated event BeginState (name PreviousStateName)

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

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

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

simulated event bool IsFiring ()

Overrides: Weapon.WeaponFiring.IsFiring

Returns true if the weapon is firing, used by AI

WeaponFiring.RefireCheckTimer

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

Modifiers: simulated

WeaponWindDown.IsFiring

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponWindDown.Timer

simulated event 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

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

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

simulated event bool IsFiring ()

Overrides: Weapon.IsFiring (global)

Returns true if the weapon is firing, used by AI

WeaponWindUp.FireWarmupShot

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

simulated function bool RefireCheck ()


WeaponWindUp.WeaponWarmedUp

simulated function WeaponWarmedUp ()