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UE3:UTWeapon (UT3)
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon |
Contents
- 1 Properties
- 1.1 Property group 'Animations'
- 1.2 Property group 'FirstPerson'
- 1.3 Property group 'Sounds'
- 1.4 Property group 'UTWeapon'
- 1.4.1 BobDamping
- 1.4.2 bTargetAdhesionEnabled
- 1.4.3 bTargetFrictionEnabled
- 1.4.4 JumpDamping
- 1.4.5 MuzzleFlashDuration
- 1.4.6 TargetAdhesionAimDistY
- 1.4.7 TargetAdhesionAimDistZ
- 1.4.8 TargetAdhesionDistanceMax
- 1.4.9 TargetAdhesionPlayerVelocityMin
- 1.4.10 TargetAdhesionScaleAmountMin
- 1.4.11 TargetAdhesionScaleRange
- 1.4.12 TargetAdhesionTargetVelocityMin
- 1.4.13 TargetAdhesionTimeMax
- 1.4.14 TargetAdhesionZoomedBoostValue
- 1.4.15 TargetFrictionDistanceCurve
- 1.4.16 TargetFrictionDistanceMax
- 1.4.17 TargetFrictionDistanceMin
- 1.4.18 TargetFrictionDistancePeak
- 1.4.19 TargetFrictionMultiplierRange
- 1.4.20 TargetFrictionOffset
- 1.4.21 TargetFrictionPeakHeightScale
- 1.4.22 TargetFrictionPeakRadiusScale
- 1.4.23 TargetFrictionZoomedBoostValue
- 1.4.24 ZoomedTurnSpeedScalePct
- 1.5 Internal variables
- 1.6 Default values
- 1.7 Subobjects
- 2 Enums
- 3 Functions
- 4 States
- Package:
- UTGame
- Direct subclasses:
- UTWeap_InstagibRifle, UTWeap_Translocator, UTWeap_RocketLauncher, UTWeap_Physicsgun, UTWeap_Stinger, UTWeap_Redeemer, UTWeap_ShockRifle, UTBeamWeapon, UTDeployable, UTVehicleWeapon, UTWeap_Avril, UTWeap_BioRifle, UTWeap_BioRifle_Content, UTWeap_Enforcer, UTWeap_FlakCannon, UTWeap_ImpactHammer, UTWeap_SniperRifle
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Animations'[edit]
ArmFireAnim[edit]
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire'
ArmIdleAnims[edit]
Default value: 'WeaponIdle'
ArmsAnimSet[edit]
Type: AnimSet
ArmsEquipAnim[edit]
Type: name
Default value: 'WeaponEquip'
ArmsPutDownAnim[edit]
Type: name
Default value: 'WeaponPutDown'
bUsesOffhand[edit]
Type: bool
WeaponEquipAnim[edit]
Type: name
Animation to play when the weapon is Equipped
Default value: 'WeaponEquip'
WeaponFireAnim[edit]
Animation to play when the weapon is fired
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire'
WeaponIdleAnims[edit]
Default value: 'WeaponIdle'
WeaponPutDownAnim[edit]
Type: name
Animation to play when the weapon is Put Down
Default value: 'WeaponPutDown'
Property group 'FirstPerson'[edit]
PlayerViewOffset[edit]
Type: Object.Vector
Offset from view center
SmallWeaponsOffset[edit]
Type: Object.Vector
additional offset applied when using small weapons
Default value:
Member | Value |
---|---|
X | 16.0 |
Y | 6.0 |
Z | -6.0 |
WideScreenOffsetScaling[edit]
Type: float
additional offset applied when using small weapons
Default value: 0.8
Property group 'Sounds'[edit]
WeaponEquipSnd[edit]
Type: SoundCue
Sound to play when the weapon is Equipped
WeaponFireSnd[edit]
Sound to play when the weapon is fired
WeaponPutDownSnd[edit]
Type: SoundCue
Sound to play when the weapon is Put Down
Property group 'UTWeapon'[edit]
BobDamping[edit]
Type: float
How much to damp view bob
Default value: 0.85
bTargetAdhesionEnabled[edit]
Type: bool
Modifiers: config
bTargetFrictionEnabled[edit]
Type: bool
Modifiers: config
Target friction enabled?
JumpDamping[edit]
Type: float
How much to damp jump and land bob
Default value: 1.0
MuzzleFlashDuration[edit]
Type: float
How long the Muzzle Flash should be there
Default value: 0.33
TargetAdhesionAimDistY[edit]
Type: float
Modifiers: config
Max distance from edge of cylinder for adhesion to be valid
Default value: 128.0
TargetAdhesionAimDistZ[edit]
Type: float
Modifiers: config
Default value: 96.0
TargetAdhesionDistanceMax[edit]
Type: float
Modifiers: config
Max distance to allow adhesion to still kick in
Default value: 2000.0
TargetAdhesionPlayerVelocityMin[edit]
Type: float
Modifiers: config
Require the player to be moving for adhesion to kick in?
TargetAdhesionScaleAmountMin[edit]
Type: float
Modifiers: config
Min amount to scale for adhesive purposes
TargetAdhesionScaleRange[edit]
Type: Object.Vector2D
Modifiers: config
Min/Max amount to scale for adhesive purposes
Default value:
Member | Value |
---|---|
X | 0.3 |
Y | 2.85 |
TargetAdhesionTargetVelocityMin[edit]
Type: float
Modifiers: config
Require the target to be moving for adhesion to kick in?
TargetAdhesionTimeMax[edit]
Type: float
Modifiers: config
Max time to attempt adhesion to the friction target
TargetAdhesionZoomedBoostValue[edit]
Type: float
Modifiers: config
Boost the Target Adhesion by this much when zoomed in *
Default value: 0.25
TargetFrictionDistanceCurve[edit]
Type: Object.InterpCurveFloat
Modifiers: config
Interp curve that allows for piece wise functions for the TargetFrictionDistance amount at different ranges *
Default value:
Member | Value | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Points |
|
TargetFrictionDistanceMax[edit]
Type: float
Modifiers: config
Max distance allow for friction
Default value: 3000.0
TargetFrictionDistanceMin[edit]
Type: float
Modifiers: config
Min distance for friction
Default value: 320.0
TargetFrictionDistancePeak[edit]
Type: float
Modifiers: config
Peak distance for friction
Default value: 1500.0
TargetFrictionMultiplierRange[edit]
Type: Object.Vector2D
Modifiers: config
Min/Max friction multiplier applied when target acquired
Default value:
Member | Value |
---|---|
X | 0.3 |
Y | 0.4 |
TargetFrictionOffset[edit]
Type: Object.Vector
Modifiers: config
Offset to apply to friction target location (aim for the chest, etc)
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 32.0 |
TargetFrictionPeakHeightScale[edit]
Type: float
Modifiers: config
Default value: 0.2
TargetFrictionPeakRadiusScale[edit]
Type: float
Modifiers: config
Amount of additional radius/height given to target cylinder when at peak distance
Default value: 1.0
TargetFrictionZoomedBoostValue[edit]
Type: float
Modifiers: config
Boost the Target Friction by this much when zoomed in *
Default value: 0.25
ZoomedTurnSpeedScalePct[edit]
Type: float
Modifiers: config
When the weapon is zoomed in then the turn speed is reduced by this much *
Default value: 0.85
Internal variables[edit]
See UTWeapon internal variables.
Default values[edit]
Property | Value |
---|---|
DefaultAnimSpeed | 0.9 |
DroppedPickupClass | Class'UTGame.UTDroppedPickup' |
DroppedPickupMesh | SkeletalMeshComponent'PickupMesh' |
EquipTime | 0.45 |
FireInterval[0] | 1.0 |
FireInterval[1] | 1.0 |
FiringStatesArray[0] | 'WeaponFiring' |
FiringStatesArray[1] | 'WeaponFiring' |
InstantHitDamageTypes[0] | Class'Engine.DamageType' |
InstantHitDamageTypes[1] | Class'Engine.DamageType' |
MaxDesireability | 0.5 |
Mesh | UTSkeletalMeshComponent'FirstPersonMesh' |
MessageClass | Class'UTGame.UTPickupMessage' |
PickupFactoryMesh | SkeletalMeshComponent'PickupMesh' |
WeaponRange | 22000.0 |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Property | Value |
---|---|
bOnlyOwnerSee | True |
bOverrideAttachmentOwnerVisibility | True |
CastShadow | False |
DepthPriorityGroup | SDPG_Foreground |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
bCastDynamicShadow | False |
bForceDirectLightMap | True |
bForceRefpose | 1 |
bIgnoreControllersWhenNotRendered | True |
bUpdateSkelWhenNotRendered | False |
bUseAsOccluder | False |
CachedCullDistance | 6000.0 |
CastShadow | False |
CullDistance | 6000.0 |
Enums[edit]
AmmoWidgetDisplayStyle[edit]
- EAWDS_Numeric
- EAWDS_BarGraph
- EAWDS_Both
- EAWDS_None
EZoomState[edit]
Are we zoomed
- ZST_NotZoomed
- ZST_ZoomingOut
- ZST_ZoomingIn
- ZST_Zoomed
Functions[edit]
Static functions[edit]
BotDesireability[edit]
Overrides: Inventory.BotDesireability
tell the bot how much it wants this weapon pickup called when the bot is trying to decide which inventory pickup to go after next
DetourWeight[edit]
Overrides: Inventory.DetourWeight
DrawKillIcon[edit]
Native functions[edit]
EnsureWeaponOverlayComponentLast[edit]
Events[edit]
CauseMuzzleFlash[edit]
Causes the muzzle flash to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight[edit]
Causes the muzzle flashlight to turn on
Destroyed[edit]
Overrides: Weapon.Destroyed
Event called when weapon actor is destroyed
GetPowerPerc[edit]
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 )
MuzzleFlashTimer[edit]
Turns the MuzzleFlashlight off
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Initialize the weapon
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
SetPosition[edit]
This function aligns the gun model in the world
StopMuzzleFlash[edit]
Other instance functions[edit]
See UTWeapon instance functions.
States[edit]
Active[edit]
Inherits from: Weapon.Active
Modifiers: simulated
Active.BeginState[edit]
Overrides: Weapon.Active.BeginState
Initialize the weapon as being active and ready to go.
Active.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.
Active.OnAnimEnd[edit]
Overrides: Actor.OnAnimEnd (global)
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
Active.BeginFire[edit]
Overrides: Weapon.Active.BeginFire
We override BeginFire() so that we can check for zooming
Active.ChangeVisibility[edit]
Overrides: ChangeVisibility (global)
This function is called from the pawn when the visibility of the weapon changes
Active.PlayWeaponAnimation[edit]
Overrides: PlayWeaponAnimation (global)
(Description copied from Weapon.PlayWeaponAnimation)
Play an animation on the weapon mesh Network: Local Player and clients
Parameters:
- Anim - Sequence to play on weapon skeletal mesh
- desired - duration, in seconds, animation should be played
Active.ServerStartFire[edit]
Overrides: ServerStartFire (global)
When StartFire() is called on a client, it replicates the start by calling ServerStartFire. This begins the event on server. Server side actors (such as bots) should not call ServerStartFire directly and should instead call StartFire().
Network: Dedicated Server only, or Listen Server for remote clients.
Active.ShouldLagRot[edit]
Overrides: ShouldLagRot (global)
(Description copied from UTWeapon.ShouldLagRot)
Returns:
- whether the weapon's rotation is allowed to lag behind the holder's rotation
Inactive[edit]
state Inactive This state is the default state. It needs to make sure Zooming is reset when entering/leaving
Inherits from: Weapon.Inactive
Modifiers: auto, simulated
Inactive.BeginState[edit]
Overrides: Weapon.Inactive.BeginState
Clear out the PendingFires
Inactive.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.
Inactive.bReadyToFire[edit]
Overrides: bReadyToFire (global)
Returns:
- false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.
WeaponAbortEquip[edit]
Modifiers: simulated
WeaponAbortEquip.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).
WeaponAbortEquip.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.
WeaponAbortEquip.WeaponEquipAborted[edit]
WeaponEquipping[edit]
State WeaponEquipping The Weapon is in this state while transitioning from Inactive to Active state. Typically, the weapon will remain in this state while its selection animation is being played. While in this state, the weapon cannot be fired.
Inherits from: Weapon.WeaponEquipping
Modifiers: simulated
WeaponEquipping.BeginState[edit]
Overrides: Weapon.WeaponEquipping.BeginState
We want to being this state by setting up the timing and then notifying the pawn that the weapon has changed.
WeaponEquipping.EndState[edit]
Overrides: Weapon.WeaponEquipping.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.
WeaponEquipping.TryPutDown[edit]
Overrides: TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponFiring[edit]
Inherits from: Weapon.WeaponFiring
Modifiers: simulated
WeaponFiring.BeginState[edit]
Overrides: Weapon.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: Weapon.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.ReplicatedEvent[edit]
Overrides: ReplicatedEvent (global)
WeaponFiring.BeginFire[edit]
Overrides: Weapon.BeginFire (global)
We override BeginFire() so that we can check for zooming and/or empty weapons
WeaponFiring.DenyClientWeaponSet[edit]
Overrides: Weapon.DenyClientWeaponSet (global)
When we are in the firing state, don't allow for a pickup to switch the weapon
WeaponPuttingDown[edit]
Inherits from: Weapon.WeaponPuttingDown
Modifiers: simulated
WeaponPuttingDown.BeginState[edit]
Overrides: Weapon.WeaponPuttingDown.BeginState
Time the process and clear the Firing flags
WeaponPuttingDown.EndState[edit]
Overrides: Weapon.WeaponPuttingDown.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.
WeaponPuttingDown.Activate[edit]
Overrides: Activate (global)
All inventory use the Activate() function when an item is selected for use. For weapons, this function starts the Equipping process. If the weapon is the inactive state, it will go to the 'WeaponEquipping' followed by 'Active' state, and ready to be fired.
WeaponPuttingDown.bReadyToFire[edit]
Overrides: bReadyToFire (global)
Returns:
- false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.