UE3:UTWeap Physicsgun (UT3): Difference between revisions

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! Property
! Property
! Value
! Value
|-
| {{tl|AIRating||Weapon}}
| 0.75
|-
|-
| {{tl|AmmoCount||UTWeapon internal variables}}
| {{tl|AmmoCount||UTWeapon internal variables}}
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| {{tl|Components||Actor internal variables}}[0]
| {{tl|Components||Actor internal variables}}[0]
| {{cl|RB_Handle}}'{{tl|RB_Handle0}}'
| {{cl|RB_Handle}}'{{tl|RB_Handle0}}'
|-
| {{tl|CurrentRating||UTWeapon internal variables}}
| 0.75
|-
|-
| {{tl|DroppedPickupMesh||Inventory}}
| {{tl|DroppedPickupMesh||Inventory}}
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! Value
! Value
|-
|-
| 000000,Y
| X
|  
| 16.0
|-
|-
| 000000,Z
| Y
|  
| 10.0
|-
|-
| X
| Z
| 16.0
| 0.0
|}
|}
|-
| {{tl|GroupWeight||UTWeapon internal variables}}
| 0.5
|-
|-
| {{tl|InventoryGroup||UTWeapon internal variables}}
| {{tl|InventoryGroup||UTWeapon internal variables}}
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|-
| 000000,Y
| X
|  
| 0.0
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| 000000,Z
| Y
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| 7.0
|-
|-
| X
| Z
| 0.0
| -9.0
|}
|}
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|-
|-
| {{tl|Scale||PrimitiveComponent properties}}
| {{tl|Scale||PrimitiveComponent properties}}
| 0.0
| 0.5
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| {{tl|SkeletalMesh||SkeletalMeshComponent}}
| {{tl|SkeletalMesh||SkeletalMeshComponent}}
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|-
|-
| {{tl|Scale||PrimitiveComponent properties}}
| {{tl|Scale||PrimitiveComponent properties}}
| 0.0
| 0.3
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| StaticMesh
| StaticMesh
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|-
| 000000,Y
| X
|  
| 0.0
|-
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| 000000,Z
| Y
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| 0.0
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|-
| X
| Z
| 0.0
| -10.0
|}
|}
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Latest revision as of 08:40, 23 May 2008

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_Physicsgun
Package:
UTGameContent
This class in other games:

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'UTWeap_Physicsgun'

ChangeHoldDistanceIncrement

Type: float


Default value: 50.0

HoldDistanceMax

Type: float


Default value: 750.0

HoldDistanceMin

Type: float


ThrowImpulse

Type: float


Default value: 100.0

WeaponImpulse

Type: float


Default value: 200.0

Internal variables

HoldDistance

Type: float


HoldOrientation

Type: Object.Quat


PhysicsGrabber

Type: RB_Handle


Default value: RB_Handle'RB_Handle0'

Default values

Subobjects

FirstPersonMesh

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGameContent.Default__UTWeap_Physicsgun:MeshSequenceA'
AnimSets[0] AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base'
Rotation
Member Value
Pitch 0
Roll 0
Yaw -16384
Scale 0.5
SkeletalMesh SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_1P'

RB_Handle0

Class: Engine.RB_Handle

Property Value
AngularDamping 1.0
AngularStiffness 50.0
LinearDamping 1.0
LinearStiffness 50.0

StaticMeshComponent1

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
BlockRigidBody False
bUseAsOccluder False
CastShadow False
CollideActors False
Rotation
Member Value
Pitch 0
Roll 0
Yaw 32768
Scale 0.3
StaticMesh StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P'
Translation
Member Value
X 0.0
Y 0.0
Z -10.0

Functions

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTWeapon.PostBeginPlay

Initialize the weapon

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

ChangeVisibility

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

DoOverrideNextWeapon

simulated function bool DoOverrideNextWeapon ()

Overrides: Weapon.DoOverrideNextWeapon

hook to override Next weapon call. For example the physics gun uses it to have mouse wheel change the distance of the held object. Warning: only use in firing state, otherwise it breaks weapon switching

DoOverridePrevWeapon

simulated function bool DoOverridePrevWeapon ()

Overrides: Weapon.DoOverridePrevWeapon

hook to override Previous weapon call.

StartFire

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

StopFire

simulated function StopFire (byte FireModeNum)

Overrides: Weapon.StopFire

This initiates the shutdown of a weapon that is firing. Network: Local Player