Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTWeap_FlakCannon

Extends
UTWeapon
Modifiers
native

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTWeap_FlakCannon

Variables Summary
class<Projectile>CenterShardClass
intcurOnesOdometer
intcurTensOdometer
floatOdometerMaxPerSecOnes
floatOdometerMaxPerSecTens
nameOnesPlaceSkelName
UTSkeletalMeshComponentSkeletonFirstPersonMesh
floatSpreadDist
nameTensPlaceSkelName
Inherited Variables from UTGame.UTWeapon
AdditionalHintString, AimError, AimingHelpRadius[2], AmmoCount, AmmoDisplayType, AmmoPickupClass, AmmoRechargeRate, ArmFireAnim, ArmIdleAnims, ArmsAnimSet, ArmsEquipAnim, ArmsPutDownAnim, AttachmentClass, bAllowFiringWithoutController, bAutoCharge, bCanDestroyBarricades, bConsiderProjectileAcceleration, bDebugWeapon, bExportMenuData, bFastRepeater, bForceHidden, bHasLocationSpeech, bLeadTarget, bLockedAimWhileFiring, bMuzzleFlashAttached, bMuzzleFlashPSCLoops, bNeverForwardPendingFire, BobDamping, bPendingShow, bRecommendSplashDamage, bShowAltMuzzlePSCWhenWeaponHidden, bSmallWeapons, bSniping, bSplashJump, bSuperWeapon, bSuppressSounds, bTargetAdhesionEnabled, bTargetFrictionEnabled, bUseCustomCoordinates, bUsesOffhand, bUsingAimingHelp, bWarnIfInLocker, bWasLocked, bZoomedFireMode, CrosshairColor, CrossHairCoordinates, CrosshairImage, CrosshairScaling, CrouchHintString, CurrentLockedScale, CurrentRating, CustomCrosshairCoordinates, DroppedPickupOffsetZ, EffectSockets, FinalLockedScale, FireCameraAnim, GroupWeight, HiddenWeaponsOffset, HitEnemy, IconCoordinates, IconHeight, IconWidth, IconX, IconY, InventoryGroup, InventoryWeight, JumpDamping, JumpHintString, LastHitEnemyTime, LastRotation, LastRotUpdate, LastWeaponFireTime, LocationSpeech, LockedCrossHairCoordinates, LockedScaleTime, LockedStartTime, LockerAmmoCount, LockerOffset, LockerRotation, MaxAmmoCount, MaxPitchLag, MaxYawLag, MinReloadPct, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, NeedToPickUpAnnouncement, OldLeadMag[2], OldMaxDiff[2], OldRotDiff[2], OverlayMesh, PartialCharge, PivotTranslation, PlayerViewOffset, PrimaryFireHintString, ProjectileSpawnOffset, QuickPickGroup, QuickPickWeight, ReturnChgSpeed, RotChgSpeed, SecondaryFireHintString, ShotCost, SimpleCrossHairCoordinates, SmallWeaponsOffset, StartLockedScale, SwitchAbortTime, TargetAdhesionAimDistY, TargetAdhesionAimDistZ, TargetAdhesionDistanceMax, TargetAdhesionPlayerVelocityMin, TargetAdhesionScaleAmountMin, TargetAdhesionScaleRange, TargetAdhesionTargetVelocityMin, TargetAdhesionTimeMax, TargetAdhesionZoomedBoostValue, TargetFrictionDistanceCurve, TargetFrictionDistanceMax, TargetFrictionDistanceMin, TargetFrictionDistancePeak, TargetFrictionMultiplierRange, TargetFrictionOffset, TargetFrictionPeakHeightScale, TargetFrictionPeakRadiusScale, TargetFrictionZoomedBoostValue, UseHintString, WeaponCanvasXPct, WeaponCanvasYPct, WeaponColor, WeaponEquipAnim, WeaponEquipSnd, WeaponFireAnim, WeaponFireSnd, WeaponFireWaveForm, WeaponIdleAnims, WeaponPutDownAnim, WeaponPutDownSnd, WideScreenOffsetScaling, WidescreenRotationOffset, ZoomedFireModeNum, ZoomedRate, ZoomedTargetFOV, ZoomedTurnSpeedScalePct, ZoomFadeTime, ZoomInSound, ZoomOutSound

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
functionint AddAmmo (int Amount ))
function BeginState (Name PreviousStateName))
WeaponEquipping
functionbyte BestMode ()))
function CustomFire ()))
functionRotator GetAdjustedAim (vector StartFireLoc ))
functionfloat GetAIRating ()))
functionfloat GetOptimalRangeFor (Actor Target))
function HideFlakCannonAmmo ()))
functionProjectile ProjectileFire ()))
event ReplicatedEvent (name VarName))
event ReplicatedEvent (name VarName))
WeaponFiring
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function UpdateAmmoCount ()))
Inherited Functions from UTGame.UTWeapon
Activate, ActiveRenderOverlays, AddAmmo, AdjustPlayerDamage, AdjustWeaponTimingForConsole, AllowSwitchTo, AmmoMaxed, AttachMuzzleFlash, AttachWeaponTo, BeginFire, BeginState, BestMode, BotDesireability, bReadyToFire, CalcInventoryWeight, CanAttack, CanHeal, CanThrow, CanViewAccelerationWhenFiring, CauseMuzzleFlash, CauseMuzzleFlashLight, ChangeVisibility, CheckZoom, ClientEndFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CoversScreenSpace, CreateOverlayMesh, DenyClientWeaponSet, DenyPickupQuery, DesireAmmo, Destroyed, DetachMuzzleFlash, DetachWeapon, DetourWeight, DisplayDebug, DrawKillIcon, DrawLockedOn, DrawWeaponCrosshair, DropFrom, EnableFriendlyWarningCrosshair, EndFire, EndState, EndZoom, EnsureWeaponOverlayComponentLast, FireAmmunition, FireHack, FireOnRelease, FiringPutDownWeapon, GetAmmoCount, GetArmAnimNodeSeq, GetEffectLocation, GetEquipTime, GetFireInterval, GetHand, GetOptimalRangeFor, GetOwnerName, GetPhysicalFireStartLoc, GetPowerPerc, GetViewAxes, GetWeaponRating, GetZoomedState, GivenTo, HasAmmo, HasAnyAmmo, HolderEnteredVehicle, InstantAimHelp, InstantFire, InstantFireEndTrace, InstantFireStartTrace, IsFullyCharged, LagRot, Loaded, MuzzleFlashTimer, NeedAmmo, OnAnimEnd, PerformWeaponChange, PlayArmAnimation, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, PlayWeaponEquip, PlayWeaponPutDown, PostBeginPlay, PreloadTextures, ProcessInstantHit, ProjectileFire, ReadyToFire, RefireCheckTimer, ReplicatedEvent, SendToFiringState, ServerReselectWeapon, ServerStartFire, SetMuzzleFlashParams, SetPosition, SetSkin, SetupArmsAnim, SetWeaponOverlayFlags, ShakeView, ShouldFireWithoutTarget, ShouldLagRot, ShouldSwitchTo, SplashJump, StartFire, StartZoom, StillFiring, StopFireEffects, StopMuzzleFlash, ThrottleLook, TimeWeaponEquipping, TimeWeaponPutDown, TryPutDown, WeaponEmpty, WeaponEquipAborted, WeaponPlaySound

States Summary
WeaponEquipping Source code
simulated state WeaponEquipping
BeginState
WeaponFiring Source code
simulated state WeaponFiring
ReplicatedEvent


Variables Detail

CenterShardClass Source code

var class<Projectile> CenterShardClass;

curOnesOdometer Source code

var int curOnesOdometer;

curTensOdometer Source code

var int curTensOdometer;

OdometerMaxPerSecOnes Source code

var float OdometerMaxPerSecOnes;

OdometerMaxPerSecTens Source code

var float OdometerMaxPerSecTens;

OnesPlaceSkelName Source code

var name OnesPlaceSkelName;

SkeletonFirstPersonMesh Source code

var UTSkeletalMeshComponent SkeletonFirstPersonMesh;

SpreadDist Source code

var float SpreadDist;

TensPlaceSkelName Source code

var name TensPlaceSkelName;


Functions Detail

AddAmmo Source code

function int AddAmmo ( int Amount ) )

BeginState WeaponEquipping Source code

simulated function BeginState ( Name PreviousStateName) )
We want to being this state by setting up the timing and then notifying the pawn that the weapon has changed.

BestMode Source code

function byte BestMode ( ) )

CustomFire Source code

simulated function CustomFire ( ) )

GetAdjustedAim Source code

simulated function Rotator GetAdjustedAim ( vector StartFireLoc ) )
GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.

GetAIRating Source code

function float GetAIRating ( ) )

GetOptimalRangeFor Source code

function float GetOptimalRangeFor ( Actor Target) )

HideFlakCannonAmmo Source code

simulated function HideFlakCannonAmmo ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ReplicatedEvent WeaponFiring Source code

simulated event ReplicatedEvent ( name VarName) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

UpdateAmmoCount Source code

simulated function UpdateAmmoCount ( ) )


Defaultproperties

defaultproperties
{
   SpreadDist=0.100000
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=70.000000
      SkeletalMesh=SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_1P'
      AnimTreeTemplate=AnimTree'WP_FlakCannon.Anims.AT_FlakCannon'
      AnimSets(0)=AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   SkeletonFirstPersonMesh=FirstPersonMesh
   OdometerMaxPerSecOnes=21845.000000
   OdometerMaxPerSecTens=10950.000000
   OnesPlaceSkelName="OnesDisplay"
   TensPlaceSkelName="TensDisplay"
   CenterShardClass=Class'UTGame.UTProj_FlakShardMain'
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   AmmoCount=10
   LockerAmmoCount=20
   MaxAmmoCount=30
   WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_FlakCannon:ForceFeedbackWaveformShooting1'
   IconX=394
   IconY=38
   IconWidth=60
   IconHeight=38
   IconCoordinates=(U=131.000000,V=429.000000,UL=132.000000,VL=52.000000)
   CrossHairCoordinates=(U=64.000000)
   InventoryGroup=7
   AttachmentClass=Class'UTGame.UTAttachment_FlakCannon'
   GroupWeight=0.500000
   QuickPickGroup=4
   QuickPickWeight=0.900000
   ArmsAnimSet=AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Arms'
   WeaponFireSnd(0)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue'
   WeaponPutDownSnd=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_LowerCue'
   WeaponEquipSnd=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_RaiseCue'
   MaxPitchLag=500.000000
   MaxYawLag=500.000000
   WeaponColor=(B=128,G=255,R=255,A=255)
   MuzzleFlashPSCTemplate=ParticleSystem'WP_FlakCannon.Effects.P_WP_FlakCannon_Muzzle_Flash'
   MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
   PlayerViewOffset=(X=-6.000000,Y=-4.000000,Z=0.500000)
   SmallWeaponsOffset=(X=12.000000,Y=6.000000,Z=-6.000000)
   LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
   CurrentRating=0.750000
   TargetFrictionDistanceMin=64.000000
   TargetFrictionDistancePeak=128.000000
   TargetFrictionDistanceMax=200.000000
   WeaponFireTypes(0)=EWFT_Custom
   WeaponFireTypes(1)=EWFT_Projectile
   WeaponProjectiles(0)=Class'UTGame.UTProj_FlakShard'
   WeaponProjectiles(1)=Class'UTGame.UTProj_FlakShell'
   FireInterval(0)=1.100000
   FireInterval(1)=1.100000
   EquipTime=0.750000
   FireOffset=(X=8.000000,Y=10.000000,Z=-10.000000)
   Mesh=FirstPersonMesh
   Priority=9.000000
   AIRating=0.750000
   ItemName="Flak Cannon"
   MaxDesireability=0.750000
   PickupMessage="Flak Cannon"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Flak_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      SkeletalMesh=SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_3P_Mid'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_FlakCannon"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:01:02.809 - Created with UnCodeX