| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
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 | |
|---|---|
| ParticleSystem | AltHitEffect |
| float | AutoFireRange |
| actor | AutoHitActor |
| bool | bIsCurrentlyCharging |
| MaterialInstanceConstant | BloodMIC |
| name | ChargeAnim |
| particlesystem | ChargeEffect[2] |
| name | ChargeIdleAnim |
| float | ChargeTime |
| float | EMPDamage |
| SoundCue | ImpactJumpSound |
| CameraAnim | ImpactKillCameraAnim |
| float | MaxChargeTime |
| float | MaxDamage |
| float | MaxForce |
| float | MinChargeTime |
| float | MinDamage |
| float | MinForce |
| float | MinSelfDamage |
| int | PowerLevel |
| float | SelfDamageScale |
| float | SelfForceScale |
| SoundCue | WeaponChargeSnd |
| SoundCue | WeaponEMPChargeSnd |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)) | |
![]() | BeginFire (byte FireModeNum)) WeaponChargeUp | |
![]() | BeginState (name PreviousStateName)) Active | |
![]() | BeginState (Name PreviousStateName)) WeaponChargeUp | |
![]() | BeginState (Name PreviousStateName)) WeaponRecharge | |
![]() | byte | BestMode ())) |
![]() | float | CalcAim (Pawn P, Pawn Target)) |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanViewAccelerationWhenFiring ())) |
![]() | ClientAutoFire ())) | |
![]() | EndFire (byte FireModeNum)) WeaponChargeUp | |
![]() | EndState (Name NextStateName)) WeaponChargeUp | |
![]() | EndState (name NextStateName)) WeaponRecharge | |
![]() | rotator | GetAdjustedAim (vector StartFireLoc)) |
![]() | float | GetAIRating ())) |
![]() | float | GetPowerPerc ())) |
![]() | float | GetPowerPerc ())) WeaponChargeUp |
![]() | GivenTo (Pawn ThisPawn, optional bool bDoNotActivate)) | |
![]() | bool | HasAmmo (byte FireModeNum, optional int Amount )) |
![]() | bool | HasAnyAmmo ())) |
![]() | ImpactAutoFire ())) | |
![]() | ImpactFire ())) | |
![]() | InstantFire ())) | |
![]() | bool | IsFiring ())) WeaponChargeUp |
![]() | bool | IsFiring ())) WeaponRecharge |
![]() | PlayImpactEffect (byte FiringMode, ImpactInfo Impact)) | |
![]() | ProcessInstantHit (byte FiringMode, ImpactInfo Impact )) | |
![]() | Recharged ())) WeaponRecharge | |
![]() | float | RelativeStrengthVersus (Pawn P, float Dist)) |
![]() | ResetFireMode ())) WeaponRecharge | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | StopFireEffects (byte FireModeNum) | |
![]() | float | SuggestAttackStyle ())) |
![]() | Tick (float DeltaTime)) WeaponChargeUp | |
![]() | bool | TryPutdown ())) WeaponChargeUp |
![]() | bool | TryPutdown ())) WeaponRecharge |
| 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 |
|---|
auto fire range
This is the actor that was hit automatically
currently charging hammer
The charging animations
This holds when the hammer began charging
Max damage done to vehicle by EMP (alt-fire)
Sound played when you take damage from your own hammer
played when target is killed by hammer
How long does it take for a full charge
Each shot will have at least this amount of charge
The sound that plays while charging
The sound that plays while charging EMP
| Functions Detail |
|---|
AttachWeaponTo Source code
BeginFire WeaponChargeUp Source code
BeginState Active Source code
BeginState WeaponChargeUp Source code
BeginState WeaponRecharge Source code
BestMode Source code
CalcAim Source codefigure out how close P is to aiming at the center of Target
@return the cosine of the angle of P's aim
CanAttack Source codeAlways keep charging impact hammer
CanViewAccelerationWhenFiring Source codeYou always run around with the impact hammer hammering!
ClientAutoFire Source code
EndFire WeaponChargeUp Source code
EndState WeaponChargeUp Source codeClear Timers / Sounds
EndState WeaponRecharge Source code
GetAdjustedAim Source code
GetAIRating Source code
GetPowerPerc Source code
GetPowerPerc WeaponChargeUp Source code
GivenTo Source code
HasAmmo Source code
HasAnyAmmo Source code
ImpactAutoFire Source code
ImpactFire Source code
InstantFire Source code
IsFiring WeaponChargeUp Source code
IsFiring WeaponRecharge Source code
PlayImpactEffect Source code
ProcessInstantHit Source code
Recharged WeaponRecharge Source code
RelativeStrengthVersus Source code
ResetFireMode WeaponRecharge Source codeneed 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
StopFireEffects Source code
SuggestAttackStyle Source code
Tick WeaponChargeUp Source code
TryPutdown WeaponChargeUp Source code
TryPutdown WeaponRecharge Source code| 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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||