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UE3:UTWeap_Translocator (UT3)
Contents
- 1 Properties
- 1.1 bTranslocationInProgress
- 1.2 DiskEffect
- 1.3 DisruptionDeath
- 1.4 EmptyEquipAnim
- 1.5 EmptyIdleAnim
- 1.6 EmptyPutDownAnim
- 1.7 FailedTranslocationDamageClass
- 1.8 GeneralSkin
- 1.9 RechargeRate
- 1.10 SkinColors
- 1.11 TeamSkins
- 1.12 TransDisc
- 1.13 TransFailedSound
- 1.14 TransRecalledSound
- 1.15 Default values
- 1.16 Subobjects
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AttemptTranslocation
- 2.2.2 BotTranslocation
- 2.2.3 ConsumeAmmo
- 2.2.4 CustomFire
- 2.2.5 DenyClientWeaponSet
- 2.2.6 FireHack
- 2.2.7 FireHackTimer
- 2.2.8 FragInstigator
- 2.2.9 GetAIRating
- 2.2.10 GivenTo
- 2.2.11 HasAmmo
- 2.2.12 HolderDied
- 2.2.13 ItemRemovedFromInvManager
- 2.2.14 PlayFiringSound
- 2.2.15 PlayWeaponEquip
- 2.2.16 PlayWeaponPutDown
- 2.2.17 ProjectileFire
- 2.2.18 ReAddAmmo
- 2.2.19 SetSkin
- 2.2.20 ShouldTranslocatorHop
- 2.2.21 StartFire
- 2.2.22 TranslocSucceeded
- 2.2.23 WeaponEmpty
- 3 States
- Package:
- UTGame
- Direct subclass:
- UTWeap_Translocator_Content
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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 |
|
||||||||||
GroupWeight | 0.6 | ||||||||||
ItemName | "Translocator" | ||||||||||
MaxAmmoCount | 7 | ||||||||||
PickupMessage | "Translocator" | ||||||||||
Priority | 0.6 | ||||||||||
ShotCost[0] | 0 | ||||||||||
WeaponColor |
|
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]
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]
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
ReplicatedEvent[edit]
Overrides: UTWeapon.ReplicatedEvent
Other instance functions[edit]
AttemptTranslocation[edit]
BotTranslocation[edit]
ConsumeAmmo[edit]
Overrides: UTWeapon.ConsumeAmmo
We need to override ConsumeAmmo and set the recharge timer.
CustomFire[edit]
Overrides: Weapon.CustomFire
Alt-Fire on this weapon is custom and this is it's stub. It should attempt to translocate.
DenyClientWeaponSet[edit]
Overrides: Weapon.DenyClientWeaponSet
Returns true if this weapon wants to deny a ClientWeaponSwitch call
FireHack[edit]
Overrides: UTWeapon.FireHack
FireHackTimer[edit]
FragInstigator[edit]
The function will kill the player holding the TL if it's disrupted
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GivenTo[edit]
Overrides: UTWeapon.GivenTo
(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn
Parameters:
- thisPawn - new weapon owner
HasAmmo[edit]
Overrides: UTWeapon.HasAmmo
Override CheckAmmo to return 0 if ammo count = 0 regardless of the cost
HolderDied[edit]
Overrides: Weapon.HolderDied
Pawn holding this weapon as active weapon just died.
ItemRemovedFromInvManager[edit]
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]
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
PlayWeaponEquip[edit]
Overrides: UTWeapon.PlayWeaponEquip
Show the weapon begin equipped
PlayWeaponPutDown[edit]
Overrides: UTWeapon.PlayWeaponPutDown
Show the weapon being put away
ProjectileFire[edit]
Overrides: UTWeapon.ProjectileFire
If there isn't a disc, launch one, if there is, recall it.
ReAddAmmo[edit]
Add ammo back in to the weapon
SetSkin[edit]
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
ShouldTranslocatorHop[edit]
StartFire[edit]
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]
WeaponEmpty[edit]
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]
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
RecallFire[edit]
Extends: WeaponFiring
RecallFire.ShouldLagRot[edit]
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]
Overrides: UTWeapon.FireAmmunition (global)
Deactiveate Spawn Protection
WeaponFiring.ShouldRefire[edit]
Overrides: Weapon.ShouldRefire (global)
See: WarWeapon::ShouldRefire()