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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
Property group 'Animations'
ArmFireAnim
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire'
ArmIdleAnims
Default value: 'WeaponIdle'
ArmsAnimSet
Type: AnimSet
ArmsEquipAnim
Type: name
Default value: 'WeaponEquip'
ArmsPutDownAnim
Type: name
Default value: 'WeaponPutDown'
bUsesOffhand
Type: bool
WeaponEquipAnim
Type: name
Animation to play when the weapon is Equipped
Default value: 'WeaponEquip'
WeaponFireAnim
Animation to play when the weapon is fired
Default value, index 0: 'WeaponFire'
Default value, index 1: 'WeaponFire'
WeaponIdleAnims
Default value: 'WeaponIdle'
WeaponPutDownAnim
Type: name
Animation to play when the weapon is Put Down
Default value: 'WeaponPutDown'
Property group 'FirstPerson'
PlayerViewOffset
Type: Object.Vector
Offset from view center
SmallWeaponsOffset
Type: Object.Vector
additional offset applied when using small weapons
Default value:
Member | Value |
---|---|
X | 16.0 |
Y | 6.0 |
Z | -6.0 |
WideScreenOffsetScaling
Type: float
additional offset applied when using small weapons
Default value: 0.8
Property group 'Sounds'
WeaponEquipSnd
Type: SoundCue
Sound to play when the weapon is Equipped
WeaponFireSnd
Sound to play when the weapon is fired
WeaponPutDownSnd
Type: SoundCue
Sound to play when the weapon is Put Down
Property group 'UTWeapon'
BobDamping
Type: float
How much to damp view bob
Default value: 0.85
bTargetAdhesionEnabled
Type: bool
Modifiers: config
bTargetFrictionEnabled
Type: bool
Modifiers: config
Target friction enabled?
JumpDamping
Type: float
How much to damp jump and land bob
Default value: 1.0
MuzzleFlashDuration
Type: float
How long the Muzzle Flash should be there
Default value: 0.33
TargetAdhesionAimDistY
Type: float
Modifiers: config
Max distance from edge of cylinder for adhesion to be valid
Default value: 128.0
TargetAdhesionAimDistZ
Type: float
Modifiers: config
Default value: 96.0
TargetAdhesionDistanceMax
Type: float
Modifiers: config
Max distance to allow adhesion to still kick in
Default value: 2000.0
TargetAdhesionPlayerVelocityMin
Type: float
Modifiers: config
Require the player to be moving for adhesion to kick in?
TargetAdhesionScaleAmountMin
Type: float
Modifiers: config
Min amount to scale for adhesive purposes
TargetAdhesionScaleRange
Type: Object.Vector2D
Modifiers: config
Min/Max amount to scale for adhesive purposes
Default value:
Member | Value |
---|---|
X | 0.3 |
Y | 2.85 |
TargetAdhesionTargetVelocityMin
Type: float
Modifiers: config
Require the target to be moving for adhesion to kick in?
TargetAdhesionTimeMax
Type: float
Modifiers: config
Max time to attempt adhesion to the friction target
TargetAdhesionZoomedBoostValue
Type: float
Modifiers: config
Boost the Target Adhesion by this much when zoomed in *
Default value: 0.25
TargetFrictionDistanceCurve
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
Type: float
Modifiers: config
Max distance allow for friction
Default value: 3000.0
TargetFrictionDistanceMin
Type: float
Modifiers: config
Min distance for friction
Default value: 320.0
TargetFrictionDistancePeak
Type: float
Modifiers: config
Peak distance for friction
Default value: 1500.0
TargetFrictionMultiplierRange
Type: Object.Vector2D
Modifiers: config
Min/Max friction multiplier applied when target acquired
Default value:
Member | Value |
---|---|
X | 0.3 |
Y | 0.4 |
TargetFrictionOffset
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
Type: float
Modifiers: config
Default value: 0.2
TargetFrictionPeakRadiusScale
Type: float
Modifiers: config
Amount of additional radius/height given to target cylinder when at peak distance
Default value: 1.0
TargetFrictionZoomedBoostValue
Type: float
Modifiers: config
Boost the Target Friction by this much when zoomed in *
Default value: 0.25
ZoomedTurnSpeedScalePct
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
See UTWeapon internal variables.
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Property | Value |
---|---|
bOnlyOwnerSee | True |
bOverrideAttachmentOwnerVisibility | True |
CastShadow | False |
DepthPriorityGroup | SDPG_Foreground |
PickupMesh
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
AmmoWidgetDisplayStyle
- EAWDS_Numeric
- EAWDS_BarGraph
- EAWDS_Both
- EAWDS_None
EZoomState
Are we zoomed
- ZST_NotZoomed
- ZST_ZoomingOut
- ZST_ZoomingIn
- ZST_Zoomed
Functions
Static functions
BotDesireability
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
Overrides: Inventory.DetourWeight
DrawKillIcon
Native functions
EnsureWeaponOverlayComponentLast
Events
CauseMuzzleFlash
Causes the muzzle flash to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on
Destroyed
Overrides: Weapon.Destroyed
Event called when weapon actor is destroyed
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 )
MuzzleFlashTimer
Turns the MuzzleFlashlight off
PostBeginPlay
Overrides: Actor.PostBeginPlay
Initialize the weapon
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
SetPosition
This function aligns the gun model in the world
StopMuzzleFlash
Other instance functions
See UTWeapon instance functions.
States
Active
Inherits from: Weapon.Active
Modifiers: simulated
Active.BeginState
Overrides: Weapon.Active.BeginState
Initialize the weapon as being active and ready to go.
Active.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.
Active.OnAnimEnd
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
Overrides: Weapon.Active.BeginFire
We override BeginFire() so that we can check for zooming
Active.ChangeVisibility
Overrides: ChangeVisibility (global)
This function is called from the pawn when the visibility of the weapon changes
Active.PlayWeaponAnimation
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
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
Overrides: ShouldLagRot (global)
(Description copied from UTWeapon.ShouldLagRot)
Returns:
- whether the weapon's rotation is allowed to lag behind the holder's rotation
Inactive
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
Overrides: Weapon.Inactive.BeginState
Clear out the PendingFires
Inactive.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.
Inactive.bReadyToFire
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
Modifiers: simulated
WeaponAbortEquip.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).
WeaponAbortEquip.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.
WeaponAbortEquip.WeaponEquipAborted
WeaponEquipping
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
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
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
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
Inherits from: Weapon.WeaponFiring
Modifiers: simulated
WeaponFiring.BeginState
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
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
Overrides: ReplicatedEvent (global)
WeaponFiring.BeginFire
Overrides: Weapon.BeginFire (global)
We override BeginFire() so that we can check for zooming and/or empty weapons
WeaponFiring.DenyClientWeaponSet
Overrides: Weapon.DenyClientWeaponSet (global)
When we are in the firing state, don't allow for a pickup to switch the weapon
WeaponPuttingDown
Inherits from: Weapon.WeaponPuttingDown
Modifiers: simulated
WeaponPuttingDown.BeginState
Overrides: Weapon.WeaponPuttingDown.BeginState
Time the process and clear the Firing flags
WeaponPuttingDown.EndState
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
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
Overrides: bReadyToFire (global)
Returns:
- false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.