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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. BeamWeapons have at least 1 firing state set to WeaponBeamFiring. This class contains all of the basics needed for that type of weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- GameFramework.GameWeapon
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+-- UTGame.UTWeapon
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+-- UTGame.UTBeamWeapon
UTWeap_LinkGun
| Enumerations Summary |
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| Inherited Enumerations from UTGame.UTWeapon |
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| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | AddBeamEmitter ())) | |
![]() | BeginState (Name PreviousStateName )) WeaponBeamFiring | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | EndFire (byte FireModeNum)) WeaponBeamFiring | |
![]() | EndState (Name NextStateName)) WeaponBeamFiring | |
![]() | bool | IsFiring ())) WeaponBeamFiring |
![]() | KillBeamEmitter ())) | |
![]() | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) WeaponBeamFiring | |
![]() | PlayFireEffects (byte FireModeNum, optional vector HitLocation )) WeaponBeamFiring | |
![]() | ProcessBeamHit (vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime) | |
![]() | RefireCheckTimer ())) WeaponBeamFiring | |
![]() | SetBeamEmitterHidden (bool bHide)) | |
![]() | ShakeView () WeaponBeamFiring | |
![]() | Tick (float DeltaTime)) WeaponBeamFiring | |
![]() | bool | TryPutDown ())) WeaponBeamFiring |
![]() | UpdateBeam (float DeltaTime)) | |
![]() | UpdateBeamEmitter (vector FlashLocation, vector HitNormal, actor HitActor)) | |
| States Summary |
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| WeaponBeamFiring Source code |
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simulated state WeaponBeamFiring /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ |
| BeginState, EndFire, EndState, IsFiring, OnAnimEnd, PlayFireEffects, RefireCheckTimer, ShakeView, Tick, TryPutDown |
| Variables Detail |
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Holds the Emitter for the Beam
Animations to play before firing the beam
Where to attach the Beam
The Particle System Template for the Beam
The name of the EndPoint parameter
| Functions Detail |
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AddBeamEmitter Source code
BeginState WeaponBeamFiring Source code
DisplayDebug Source code
EndFire WeaponBeamFiring Source codeWhen done firing, we have to make sure we unlink the weapon.
EndState WeaponBeamFiring Source codeWhen leaving the state, shut everything down
IsFiring WeaponBeamFiring Source code
KillBeamEmitter Source code
OnAnimEnd WeaponBeamFiring Source code
PlayFireEffects WeaponBeamFiring Source code
ProcessBeamHit Source code
RefireCheckTimer WeaponBeamFiring Source codeIn this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()
SetBeamEmitterHidden Source code
ShakeView WeaponBeamFiring Source codeview shaking for the beam mode is handled in RefireCheckTimer()
Tick WeaponBeamFiring Source codeUpdate the beam and handle the effects
TryPutDown WeaponBeamFiring Source code
UpdateBeam Source codeThis function looks at who/what the beam is touching and deals with it accordingly. bInfoOnly is true when this function is called from a Tick. It causes the link portion to execute, but no damage/health is dealt out.
UpdateBeamEmitter Source code| Defaultproperties |
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defaultproperties
{
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTBeamWeapon"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}
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