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UE3:UTWeap_Translocator (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Translocator
Package: 
UTGame
Direct subclass:
UTWeap_Translocator_Content

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

Properties[edit]

bTranslocationInProgress[edit]

Type: bool

true only during translocation (for kill credit)

DiskEffect[edit]

Type: ParticleSystemComponent


DisruptionDeath[edit]

Type: SoundCue


EmptyEquipAnim[edit]

Type: name


EmptyIdleAnim[edit]

Type: name

Anim when the disc is deployed

EmptyPutDownAnim[edit]

Type: name


FailedTranslocationDamageClass[edit]

Type: class<UTDamageType>


GeneralSkin[edit]

Type: MaterialInstanceConstant


RechargeRate[edit]

Type: float

How fast the TL recharges

Default value: 1.25

SkinColors[edit]

Type: Object.LinearColor

Array size: 2


Default value, index 0:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

Default value, index 1:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

TeamSkins[edit]

Type: MaterialInterface

Array size: 4

Skins

TransDisc[edit]

Type: UTProj_TransDisc

Modifiers: repnotify

Access to the disc in the world

TransFailedSound[edit]

Type: SoundCue

Animations and Sounds

TransRecalledSound[edit]

Type: SoundCue


Default values[edit]

Property Value
AIRating -1.0
AmmoCount 7
bCanThrow False
bExportMenuData False
CurrentRating -1.0
FireInterval[0] 0.25
FireInterval[1] 0.25
FireOffset
Member Value
X 15.0
Y 8.0
Z -10.0
GroupWeight 0.6
ItemName "Translocator"
MaxAmmoCount 7
PickupMessage "Translocator"
Priority 0.6
ShotCost[0] 0
WeaponColor
Member Value
A 255
B 128
G 255
R 255

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

No new values.

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

No new values.

Functions[edit]

Events[edit]

GetPowerPerc[edit]

simulated event float GetPowerPerc ()

Overrides: UTWeapon.GetPowerPerc

(Description copied from UTWeapon.GetPowerPerc)
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud

Returns:

the percentage of power ( 1.0 - 0.0 )

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTWeapon.ReplicatedEvent


Other instance functions[edit]

AttemptTranslocation[edit]

function bool AttemptTranslocation (Object.Vector dest)


BotTranslocation[edit]

function bool BotTranslocation ()


ConsumeAmmo[edit]

function ConsumeAmmo (byte FireModeNum)

Overrides: UTWeapon.ConsumeAmmo

We need to override ConsumeAmmo and set the recharge timer.

CustomFire[edit]

simulated function CustomFire ()

Overrides: Weapon.CustomFire

Alt-Fire on this weapon is custom and this is it's stub. It should attempt to translocate.

DenyClientWeaponSet[edit]

simulated function bool DenyClientWeaponSet ()

Overrides: Weapon.DenyClientWeaponSet

Returns true if this weapon wants to deny a ClientWeaponSwitch call

FireHack[edit]

function FireHack ()

Overrides: UTWeapon.FireHack


FireHackTimer[edit]

simulated function FireHackTimer ()


FragInstigator[edit]

function FragInstigator (class<DamageTypeDmgClass)

The function will kill the player holding the TL if it's disrupted

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GivenTo[edit]

function GivenTo (Pawn ThisPawn, optional bool bDoNotActivate)

Overrides: UTWeapon.GivenTo

(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn

Parameters:

  • thisPawn - new weapon owner

HasAmmo[edit]

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

Overrides: UTWeapon.HasAmmo

Override CheckAmmo to return 0 if ammo count = 0 regardless of the cost

HolderDied[edit]

function HolderDied ()

Overrides: Weapon.HolderDied

Pawn holding this weapon as active weapon just died.

ItemRemovedFromInvManager[edit]

function ItemRemovedFromInvManager ()

Overrides: Weapon.ItemRemovedFromInvManager

(Description copied from Weapon.ItemRemovedFromInvManager)
A notification call when this weapon is removed from the Inventory of a pawn

See: Inventory::ItemRemovedFromInvManager

PlayFiringSound[edit]

simulated function PlayFiringSound ()

Overrides: UTWeapon.PlayFiringSound

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

PlayWeaponEquip[edit]

simulated function PlayWeaponEquip ()

Overrides: UTWeapon.PlayWeaponEquip

Show the weapon begin equipped

PlayWeaponPutDown[edit]

simulated function PlayWeaponPutDown ()

Overrides: UTWeapon.PlayWeaponPutDown

Show the weapon being put away

ProjectileFire[edit]

simulated function Projectile ProjectileFire ()

Overrides: UTWeapon.ProjectileFire

If there isn't a disc, launch one, if there is, recall it.

ReAddAmmo[edit]

simulated function ReAddAmmo ()

Add ammo back in to the weapon

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

ShouldTranslocatorHop[edit]

function bool ShouldTranslocatorHop (UTBot B)


StartFire[edit]

simulated function StartFire (byte FireModeNum)

Overrides: UTWeapon.StartFire

Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) and them simulates the firing effects locally. Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire Network: LocalPlayer

TranslocSucceeded[edit]

function bool TranslocSucceeded (Object.Vector dest)


WeaponEmpty[edit]

simulated function WeaponEmpty ()

Overrides: UTWeapon.WeaponEmpty

Called when the weapon runs out of ammo during firing

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.

RecallFire[edit]

Extends: WeaponFiring

RecallFire.ShouldLagRot[edit]

simulated function bool ShouldLagRot ()

Overrides: UTWeapon.ShouldLagRot (global)

(Description copied from UTWeapon.ShouldLagRot)


Returns:

whether the weapon's rotation is allowed to lag behind the holder's rotation

WeaponFiring[edit]

WeaponFiring.FireAmmunition[edit]

simulated function FireAmmunition ()

Overrides: UTWeapon.FireAmmunition (global)

Deactiveate Spawn Protection

WeaponFiring.ShouldRefire[edit]

simulated function bool ShouldRefire ()

Overrides: Weapon.ShouldRefire (global)

See: WarWeapon::ShouldRefire()