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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 | |
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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 |
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Inherited Enumerations from UTGame.UTWeapon |
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AmmoWidgetDisplayStyle, EZoomState |
Functions Summary | ||
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![]() | 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 |
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Active Source code |
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simulated state Active |
BeginState |
WeaponChargeUp Source code |
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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 |
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simulated state WeaponRecharge |
BeginState, EndState, IsFiring, Recharged, ResetFireMode, TryPutdown |
Variables Detail |
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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 |
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figure out how close P is to aiming at the center of Target
@return the cosine of the angle of P's aim
Always keep charging impact hammer
You always run around with the impact hammer hammering!
Clear Timers / Sounds
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
Defaultproperties |
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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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