UE3:UTWeap Translocator (UT3): Difference between revisions
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How fast the TL recharges | How fast the TL recharges | ||
'''Default value:''' 1. | '''Default value:''' 1.25 | ||
====SkinColors==== | ====SkinColors==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | A | ||
| | | 1.0 | ||
|- | |- | ||
| | | B | ||
| | | 0.0 | ||
|- | |- | ||
| | | G | ||
| | | 0.0 | ||
|- | |- | ||
| R | | R | ||
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! Value | ! Value | ||
|- | |- | ||
| | | A | ||
| | | 1.0 | ||
|- | |- | ||
| | | B | ||
| | | 0.0 | ||
|- | |- | ||
| | | G | ||
| | | 0.0 | ||
|- | |- | ||
| R | | R | ||
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|- | |- | ||
| {{tl|FireInterval||Weapon}}[0] | | {{tl|FireInterval||Weapon}}[0] | ||
| 0. | | 0.25 | ||
|- | |- | ||
| {{tl|FireInterval||Weapon}}[1] | | {{tl|FireInterval||Weapon}}[1] | ||
| 0. | | 0.25 | ||
|- | |- | ||
| {{tl|FireOffset||Weapon}} | | {{tl|FireOffset||Weapon}} | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 15.0 | ||
|- | |- | ||
| | | Y | ||
| | | 8.0 | ||
|- | |- | ||
| | | Z | ||
| | | -10.0 | ||
|} | |} | ||
|- | |||
| {{tl|GroupWeight||UTWeapon internal variables}} | |||
| 0.6 | |||
|- | |- | ||
| {{tl|ItemName||Inventory}} | | {{tl|ItemName||Inventory}} | ||
| " | | "Translocator" | ||
|- | |- | ||
| {{tl|MaxAmmoCount||UTWeapon internal variables}} | | {{tl|MaxAmmoCount||UTWeapon internal variables}} | ||
Line 171: | Line 174: | ||
|- | |- | ||
| {{tl|PickupMessage||Inventory}} | | {{tl|PickupMessage||Inventory}} | ||
| " | | "Translocator" | ||
|- | |- | ||
| {{tl|Priority||Weapon}} | | {{tl|Priority||Weapon}} | ||
| 0. | | 0.6 | ||
|- | |- | ||
| {{tl|ShotCost||UTWeapon internal variables}}[0] | | {{tl|ShotCost||UTWeapon internal variables}}[0] |
Revision as of 07:40, 23 May 2008
- Package:
- UTGame
- Direct subclass:
- UTWeap_Translocator_Content
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
DiskEffect
Type: ParticleSystemComponent
DisruptionDeath
Type: SoundCue
EmptyEquipAnim
Type: name
EmptyIdleAnim
Type: name
Anim when the disc is deployed
EmptyPutDownAnim
Type: name
FailedTranslocationDamageClass
Type: class<UTDamageType>
GeneralSkin
Type: MaterialInstanceConstant
RechargeRate
Type: float
How fast the TL recharges
Default value: 1.25
SkinColors
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
Type: MaterialInterface
Array size: 4
Skins
TransDisc
Type: UTProj_TransDisc
Modifiers: repnotify
Access to the disc in the world
TransFailedSound
Type: SoundCue
Animations and Sounds
TransRecalledSound
Type: SoundCue
Default values
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
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions
Events
GetPowerPerc
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
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
Other instance functions
AttemptTranslocation
BotTranslocation
ConsumeAmmo
Overrides: UTWeapon.ConsumeAmmo
We need to override ConsumeAmmo and set the recharge timer.
CustomFire
Overrides: Weapon.CustomFire
Alt-Fire on this weapon is custom and this is it's stub. It should attempt to translocate.
DenyClientWeaponSet
Overrides: Weapon.DenyClientWeaponSet
Returns true if this weapon wants to deny a ClientWeaponSwitch call
FireHack
Overrides: UTWeapon.FireHack
FireHackTimer
FragInstigator
The function will kill the player holding the TL if it's disrupted
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GivenTo
Overrides: UTWeapon.GivenTo
(Description copied from Weapon.GivenTo)
This Weapon has just been given to this Pawn
Parameters:
- thisPawn - new weapon owner
HasAmmo
Overrides: UTWeapon.HasAmmo
Override CheckAmmo to return 0 if ammo count = 0 regardless of the cost
HolderDied
Overrides: Weapon.HolderDied
Pawn holding this weapon as active weapon just died.
ItemRemovedFromInvManager
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
Overrides: UTWeapon.PlayFiringSound
Tells the weapon to play a firing sound (uses CurrentFireMode)
PlayWeaponEquip
Overrides: UTWeapon.PlayWeaponEquip
Show the weapon begin equipped
PlayWeaponPutDown
Overrides: UTWeapon.PlayWeaponPutDown
Show the weapon being put away
ProjectileFire
Overrides: UTWeapon.ProjectileFire
If there isn't a disc, launch one, if there is, recall it.
ReAddAmmo
Add ammo back in to the weapon
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it
ShouldTranslocatorHop
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
TranslocSucceeded
WeaponEmpty
Overrides: UTWeapon.WeaponEmpty
Called when the weapon runs out of ammo during firing
States
Active
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
RecallFire
Extends: WeaponFiring
RecallFire.ShouldLagRot
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
WeaponFiring.FireAmmunition
Overrides: UTWeapon.FireAmmunition (global)
Deactiveate Spawn Protection
WeaponFiring.ShouldRefire
Overrides: Weapon.ShouldRefire (global)
See: WarWeapon::ShouldRefire()