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 | ||
|- | |- | ||
| | | X | ||
| | | 16.0 | ||
|- | |- | ||
| | | Y | ||
| | | 10.0 | ||
|- | |- | ||
| | | Z | ||
| | | 0.0 | ||
|} | |} | ||
|- | |||
| {{tl|GroupWeight||UTWeapon internal variables}} | |||
| 0.5 | |||
|- | |- | ||
| {{tl|InventoryGroup||UTWeapon internal variables}} | | {{tl|InventoryGroup||UTWeapon internal variables}} | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 0.0 | ||
|- | |- | ||
| | | Y | ||
| | | 7.0 | ||
|- | |- | ||
| | | Z | ||
| | | -9.0 | ||
|} | |} | ||
|- | |- | ||
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|- | |- | ||
| {{tl|Scale||PrimitiveComponent properties}} | | {{tl|Scale||PrimitiveComponent properties}} | ||
| 0. | | 0.5 | ||
|- | |- | ||
| {{tl|SkeletalMesh||SkeletalMeshComponent}} | | {{tl|SkeletalMesh||SkeletalMeshComponent}} | ||
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|- | |- | ||
| {{tl|Scale||PrimitiveComponent properties}} | | {{tl|Scale||PrimitiveComponent properties}} | ||
| 0. | | 0.3 | ||
|- | |- | ||
| StaticMesh | | StaticMesh | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 0.0 | ||
|- | |- | ||
| | | Y | ||
| | | 0.0 | ||
|- | |- | ||
| | | Z | ||
| | | -10.0 | ||
|} | |} | ||
|} | |} |
Latest revision as of 08:40, 23 May 2008
- Package:
- UTGameContent
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.75 | ||||||||||
AmmoCount | 15 | ||||||||||
AttachmentClass | Class'UTGame.UTAttachment_FlakCannon' | ||||||||||
bExportMenuData | False | ||||||||||
Components[0] | RB_Handle'RB_Handle0' | ||||||||||
CurrentRating | 0.75 | ||||||||||
DroppedPickupMesh | StaticMeshComponent'StaticMeshComponent1' | ||||||||||
FireOffset |
| ||||||||||
GroupWeight | 0.5 | ||||||||||
InventoryGroup | 154 | ||||||||||
LockerAmmoCount | 15 | ||||||||||
MaxAmmoCount | 35 | ||||||||||
PickupFactoryMesh | StaticMeshComponent'StaticMeshComponent1' | ||||||||||
PlayerViewOffset |
| ||||||||||
WeaponColor |
| ||||||||||
WeaponFireSnd[0] | SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue' | ||||||||||
WeaponFireSnd[1] | SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue' | ||||||||||
WeaponFireTypes[0] | EWFT_Custom | ||||||||||
WeaponFireTypes[1] | EWFT_Projectile | ||||||||||
WeaponProjectiles[0] | Class'UTGame.UTProj_FlakShard' | ||||||||||
WeaponProjectiles[1] | Class'UTGame.UTProj_FlakShell' |
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 |
| ||||||||
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 |
| ||||||||
Scale | 0.3 | ||||||||
StaticMesh | StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P' | ||||||||
Translation |
|
Functions
Events
PostBeginPlay
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Tick
Overrides: Actor.Tick
Other instance functions
ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
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
Overrides: Weapon.DoOverridePrevWeapon
hook to override Previous weapon call.
StartFire
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
Overrides: Weapon.StopFire
This initiates the shutdown of a weapon that is firing. Network: Local Player