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UTGame.UTWeap_ImpactHammer

Extends
UTWeapon
Modifiers
HideDropDown native

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

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

Variables Summary
ParticleSystemAltHitEffect
floatAutoFireRange
actorAutoHitActor
boolbIsCurrentlyCharging
MaterialInstanceConstantBloodMIC
nameChargeAnim
particlesystemChargeEffect[2]
nameChargeIdleAnim
floatChargeTime
floatEMPDamage
SoundCueImpactJumpSound
CameraAnimImpactKillCameraAnim
floatMaxChargeTime
floatMaxDamage
floatMaxForce
floatMinChargeTime
floatMinDamage
floatMinForce
floatMinSelfDamage
intPowerLevel
floatSelfDamageScale
floatSelfForceScale
SoundCueWeaponChargeSnd
SoundCueWeaponEMPChargeSnd
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
function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName))
function BeginFire (byte FireModeNum))
WeaponChargeUp
function BeginState (name PreviousStateName))
Active
function BeginState (Name PreviousStateName))
WeaponChargeUp
function BeginState (Name PreviousStateName))
WeaponRecharge
functionbyte BestMode ()))
functionfloat CalcAim (Pawn P, Pawn Target))
functionbool CanAttack (Actor Other))
functionbool CanViewAccelerationWhenFiring ()))
function ClientAutoFire ()))
function EndFire (byte FireModeNum))
WeaponChargeUp
function EndState (Name NextStateName))
WeaponChargeUp
function EndState (name NextStateName))
WeaponRecharge
functionrotator GetAdjustedAim (vector StartFireLoc))
functionfloat GetAIRating ()))
eventfloat GetPowerPerc ()))
eventfloat GetPowerPerc ()))
WeaponChargeUp
function GivenTo (Pawn ThisPawn, optional bool bDoNotActivate))
functionbool HasAmmo (byte FireModeNum, optional int Amount ))
functionbool HasAnyAmmo ()))
event ImpactAutoFire ()))
function ImpactFire ()))
function InstantFire ()))
eventbool IsFiring ()))
WeaponChargeUp
functionbool IsFiring ()))
WeaponRecharge
function PlayImpactEffect (byte FiringMode, ImpactInfo Impact))
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
function Recharged ()))
WeaponRecharge
functionfloat RelativeStrengthVersus (Pawn P, float Dist))
function ResetFireMode ()))
WeaponRecharge
function SetSkin (Material NewMaterial))
function StopFireEffects (byte FireModeNum)
functionfloat SuggestAttackStyle ()))
event Tick (float DeltaTime))
WeaponChargeUp
functionbool TryPutdown ()))
WeaponChargeUp
functionbool TryPutdown ()))
WeaponRecharge
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
Active Source code
simulated state Active
BeginState
WeaponChargeUp Source code
simulated state WeaponChargeUp extends Active
/********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's * similar to the firing state *********************************************************************************************/
BeginFire, BeginState, EndFire, EndState, GetPowerPerc, IsFiring, Tick, TryPutdown
WeaponRecharge Source code
simulated state WeaponRecharge
BeginState, EndState, IsFiring, Recharged, ResetFireMode, TryPutdown


Variables Detail

AltHitEffect Source code

var ParticleSystem AltHitEffect;

AutoFireRange Source code

var float AutoFireRange;
auto fire range

AutoHitActor Source code

var actor AutoHitActor;
This is the actor that was hit automatically

bIsCurrentlyCharging Source code

var bool bIsCurrentlyCharging;
currently charging hammer

BloodMIC Source code

var MaterialInstanceConstant BloodMIC;

ChargeAnim Source code

var name ChargeAnim;
The charging animations

ChargeEffect[2] Source code

var particlesystem ChargeEffect[2];

ChargeIdleAnim Source code

var name ChargeIdleAnim;

ChargeTime Source code

var float ChargeTime;
This holds when the hammer began charging

EMPDamage Source code

var float EMPDamage;
Max damage done to vehicle by EMP (alt-fire)

ImpactJumpSound Source code

var SoundCue ImpactJumpSound;
Sound played when you take damage from your own hammer

ImpactKillCameraAnim Source code

var CameraAnim ImpactKillCameraAnim;
played when target is killed by hammer

MaxChargeTime Source code

var float MaxChargeTime;
How long does it take for a full charge

MaxDamage Source code

var float MaxDamage;

MaxForce Source code

var float MaxForce;

MinChargeTime Source code

var float MinChargeTime;
Each shot will have at least this amount of charge

MinDamage Source code

var float MinDamage;

MinForce Source code

var float MinForce;

MinSelfDamage Source code

var float MinSelfDamage;

PowerLevel Source code

var int PowerLevel;

SelfDamageScale Source code

var float SelfDamageScale;

SelfForceScale Source code

var float SelfForceScale;

WeaponChargeSnd Source code

var SoundCue WeaponChargeSnd;
The sound that plays while charging

WeaponEMPChargeSnd Source code

var SoundCue WeaponEMPChargeSnd;
The sound that plays while charging EMP


Functions Detail

AttachWeaponTo Source code

simulated function AttachWeaponTo ( SkeletalMeshComponent MeshCpnt, optional name SocketName) )

BeginFire WeaponChargeUp Source code

simulated function BeginFire ( byte FireModeNum) )

BeginState Active Source code

simulated function BeginState ( name PreviousStateName) )

BeginState WeaponChargeUp Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState WeaponRecharge Source code

simulated function BeginState ( Name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

CalcAim Source code

function float CalcAim ( Pawn P, Pawn Target) )
figure out how close P is to aiming at the center of Target
@return the cosine of the angle of P's aim

CanAttack Source code

function bool CanAttack ( Actor Other) )
Always keep charging impact hammer

CanViewAccelerationWhenFiring Source code

simulated function bool CanViewAccelerationWhenFiring ( ) )
You always run around with the impact hammer hammering!

ClientAutoFire Source code

reliable client function ClientAutoFire ( ) )

EndFire WeaponChargeUp Source code

simulated function EndFire ( byte FireModeNum) )

EndState WeaponChargeUp Source code

simulated function EndState ( Name NextStateName) )
Clear Timers / Sounds

EndState WeaponRecharge Source code

simulated function EndState ( name NextStateName) )

GetAdjustedAim Source code

simulated function rotator GetAdjustedAim ( vector StartFireLoc) )

GetAIRating Source code

function float GetAIRating ( ) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

GetPowerPerc WeaponChargeUp Source code

simulated event float GetPowerPerc ( ) )

GivenTo Source code

function GivenTo ( Pawn ThisPawn, optional bool bDoNotActivate) )

HasAmmo Source code

simulated function bool HasAmmo ( byte FireModeNum, optional int Amount ) )

HasAnyAmmo Source code

simulated function bool HasAnyAmmo ( ) )

ImpactAutoFire Source code

event ImpactAutoFire ( ) )

ImpactFire Source code

simulated function ImpactFire ( ) )

InstantFire Source code

simulated function InstantFire ( ) )

IsFiring WeaponChargeUp Source code

simulated event bool IsFiring ( ) )

IsFiring WeaponRecharge Source code

simulated function bool IsFiring ( ) )

PlayImpactEffect Source code

simulated function PlayImpactEffect ( byte FiringMode, ImpactInfo Impact) )

ProcessInstantHit Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

Recharged WeaponRecharge Source code

simulated function Recharged ( ) )

RelativeStrengthVersus Source code

function float RelativeStrengthVersus ( Pawn P, float Dist) )

ResetFireMode WeaponRecharge Source code

simulated function ResetFireMode ( ) )
need to make sure fire mode is set to a unique value so we can be sure it gets replicated again when we start charging again

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

StopFireEffects Source code

simulated function StopFireEffects ( byte FireModeNum )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

Tick WeaponChargeUp Source code

simulated event Tick ( float DeltaTime) )

TryPutdown WeaponChargeUp Source code

simulated function bool TryPutdown ( ) )

TryPutdown WeaponRecharge Source code

simulated function bool TryPutdown ( ) )


Defaultproperties

defaultproperties
{
   MinDamage=20.000000
   MaxDamage=140.000000
   MinForce=40000.000000
   MaxForce=100000.000000
   MinSelfDamage=8.000000
   SelfForceScale=-1.200000
   SelfDamageScale=0.300000
   ChargeAnim="weaponcharge"
   ChargeIdleAnim="weaponchargedidle"
   MaxChargeTime=2.500000
   MinChargeTime=1.000000
   WeaponChargeSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireLoop_Cue'
   WeaponEMPChargeSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFireLoop_Cue'
   ImpactJumpSound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireBodyThrow_Cue'
   AutoFireRange=110.000000
   EMPDamage=150.000000
   ChargeEffect(0)=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Charge_Primary'
   ChargeEffect(1)=ParticleSystem'WP_ImpactHammer.Particles.P_WP_Impact_Charge_Secondary'
   AltHitEffect=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit_Impact'
   ImpactKillCameraAnim=CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'
   bMuzzleFlashPSCLoops=True
   bFastRepeater=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   MaxAmmoCount=5
   ShotCost(0)=0
   FireCameraAnim(0)=CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Primary_Fire_Shake'
   FireCameraAnim(1)=CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Alt_Fire_Shake'
   IconCoordinates=(U=453.000000,V=327.000000,UL=135.000000,VL=57.000000)
   CrossHairCoordinates=(U=64.000000,V=0.000000)
   InventoryGroup=1
   AmmoDisplayType=EAWDS_None
   AttachmentClass=Class'UTGame.UTAttachment_ImpactHammer'
   GroupWeight=0.700000
   WeaponFireAnim(2)="WeaponFire"
   WeaponFireAnim(3)="WeaponFire"
   ArmFireAnim(2)="WeaponFire"
   ArmFireAnim(3)="WeaponFire"
   ArmsAnimSet=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Arms'
   WeaponFireSnd(0)=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFire_Cue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltImpact_Cue'
   WeaponPutDownSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Lower_Cue'
   WeaponEquipSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Raise_Cue'
   WeaponColor=(B=128,G=255,R=255,A=255)
   WeaponCanvasXPct=0.450000
   WeaponCanvasYPct=0.450000
   MuzzleFlashPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit'
   MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit'
   SmallWeaponsOffset=(X=12.000000,Y=6.000000,Z=-6.000000)
   CurrentRating=0.450000
   TargetFrictionDistanceMin=64.000000
   TargetFrictionDistancePeak=128.000000
   TargetFrictionDistanceMax=200.000000
   WeaponFireTypes(2)=EWFT_None
   WeaponFireTypes(3)=EWFT_None
   FiringStatesArray(0)="WeaponChargeUp"
   FiringStatesArray(1)="WeaponChargeUp"
   FireInterval(0)=1.100000
   FireInterval(1)=1.100000
   FireInterval(2)=1.100000
   FireInterval(3)=1.100000
   Spread(2)=0.000000
   InstantHitDamage(0)=10.000000
   InstantHitDamage(1)=10.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_ImpactHammer'
   InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_EMP'
   InstantHitDamageTypes(2)=None
   InstantHitDamageTypes(3)=Class'UTGame.UTDmgType_ImpactHammer'
   FireOffset=(X=20.000000,Y=0.000000,Z=0.000000)
   bCanThrow=False
   bInstantHit=True
   bMeleeWeapon=True
   WeaponRange=110.000000
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=75.000000
      SkeletalMesh=SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_1P'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTWeap_ImpactHammer:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Base'
      Materials(0)=Material'WP_ImpactHammer.Materials.M_WP_ImpactHammer_Base'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=1.000000
   AIRating=0.350000
   ItemName="Impact Hammer"
   PickupMessage="Impact Hammer"
   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__UTWeap_ImpactHammer"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.825 - Created with UnCodeX