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

UTGame.UTWeap_RocketLauncher

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_RocketLauncher

Variables Summary
array<float>AltFireEndTimes
array<float>AltFireLaunchTimes
SoundCueAltFireModeChangeSound
array<float>AltFireQueueTimes
array<SoundCue>AltFireSndQue
boolbIsAnyAmmoHidden
boolbLockedOnTarget
boolbTargetLockingActive
floatConsoleLockAim
floatGracePeriod
class<UTProjectile>GrenadeClass
SoundCueGrenadeFireSound
intGrenadeSpreadDist
stringGrenadeString
floatLastLockedOnTime
floatLastTargetLockCheckTime
floatLastValidTargetTime
ERocketFireModeLoadedFireMode
TextureCoordinatesLoadedIconCoords[3]
class<UTProjectile>LoadedRocketClass
intLoadedShotCount
nameLoadUpAnimList[3]
SoundCueLockAcquiredSound
floatLockAim
ActorLockedTarget
PlayerReplicationInfoLockedTargetPRI
SoundCueLockLostSound
floatLockRange
intMaxLoadCount
array<UTParticleSystemComponent>MuzzleFlashPSCList
array<name>MuzzleFlashSocketList
ActorPendingLockedTarget
floatPendingLockedTargetTime
SoundCueRocketLoadedSound
class<UTProjectile>SeekingRocketClass
UTSkeletalMeshComponentSkeletonFirstPersonMesh
stringSpiralString
intSpreadDist
floatWaitToFirePct
nameWeaponAltFireLaunchEnd[3]
nameWeaponAltFireLaunch[3]
SoundcueWeaponLoadedSnd
Locking
floatLockAcquireTime
floatLockCheckTime
floatLockTolerance
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
ERocketFireMode
RFM_Spread, RFM_Spiral, RFM_Grenades, RFM_Max
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
function ActiveRenderOverlays (HUD H ))
functionint AddAmmo (int Amount ))
functionint AddAmmo (int Amount ))
WeaponLoadAmmo
function AddProjectile ()))
WeaponLoadAmmo
event AdjustLockTarget (actor NewLockTarget))
function AdjustWeaponTimingForConsole ()))
function AttachMuzzleFlash ()))
function BeginFire (byte FireModeNum))
WeaponLoadAmmo
function BeginFire (byte FireModeNum))
WeaponWaitingForFire
event BeginState (name PreviousStateName))
Active
function BeginState (name PreviousStateName))
Inactive
function BeginState (Name PreviousStateName))
WeaponLoadAmmo
function BeginState (Name PrevStateName))
WeaponWaitingForFire
functionbyte BestMode ()))
functionbool CanLockOnTo (Actor TA)
event CauseMuzzleFlash ()))
event CauseMuzzleFlashLight ()))
function CheckTargetLock ()
event Destroyed ()))
function DetachMuzzleFlash ()))
function DrawLFMData (HUD Hud))
function DrawWeaponCrosshair (Hud HUD ))
WeaponLoadAmmo
function DrawWeaponCrosshair (Hud HUD ))
WeaponWaitingForFire
function EndFire (byte FireModeNum))
WeaponLoadAmmo
function EndFire (byte FireModeNum))
WeaponWaitingForFire
function EndState (Name NextStateName))
Inactive
function EndState (Name NextStateName))
WeaponLoadAmmo
function EndState (Name NextStateName))
WeaponPlayingFire
function EndState (Name NextStateName))
WeaponWaitingForFire
function FireAmmunition ()))
function FireAnimDone ()))
WeaponPlayingFire
function FireAnimEnded ()))
WeaponPlayingFire
function FireLoad ()))
function ForceFireTimer ()))
WeaponWaitingForFire
functionfloat GetAIRating ()))
functionfloat GetFireInterval (byte FireModeNum ))
functionclass<ProjectileGetProjectileClass ()))
functionint GetSpreadDist ()))
function GetWeaponDebug (out Array DebugInfo ))
function HideRocket (name RocketName, bool ShouldHide))
function HideRocketAmmo ()))
functionbool IsFiring ()))
WeaponLoadAmmo
functionbool IsFiring ()))
WeaponPlayingFire
functionbool IsFiring ()))
WeaponWaitingForFire
event MuzzleFlashTimer ()))
function PlayFiringAnim ()))
WeaponPlayingFire
function PlayFiringEndAnim ()))
WeaponPlayingFire
function PlayFiringSound ()))
functionProjectile ProjectileFire ()))
function RefireCheckTimer ()))
WeaponLoadAmmo
event ReplicatedEvent (name VarName))
event ReplicatedEvent (name VarName))
WeaponFiring
event StopMuzzleFlash ()))
functionfloat SuggestAttackStyle ()))
function TimeWeaponFiring (byte FireModeNum ))
WeaponLoadAmmo
functionbool TryPutdown ()))
WeaponLoadAmmo
functionbool TryPutdown ()))
WeaponWaitingForFire
function UpdateAmmoVisibility ()))
function UpdateLockTarget (Actor NewLockTarget)
function WeaponEmpty ()))
WeaponLoadAmmo
function WeaponEmpty ()))
WeaponWaitingForFire
function WeaponFireLoad ()))
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
Inactive Source code
auto simulated state Inactive
BeginState, EndState
WeaponFiring Source code
simulated state WeaponFiring
ReplicatedEvent
WeaponLoadAmmo Source code
simulated state WeaponLoadAmmo
/********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MaxLoadCount has been reached. It's * similar to the firing state *********************************************************************************************/
AddAmmo, AddProjectile, BeginFire, BeginState, DrawWeaponCrosshair, EndFire, EndState, IsFiring, RefireCheckTimer, TimeWeaponFiring, TryPutdown, WeaponEmpty
WeaponPlayingFire Source code
simulated state WeaponPlayingFire
/********************************************************************************************* * State WeaponPlayingFire * In this state, the weapon will have already spawned the projectiles and is just playing out * the firing animations. When finished, it returns to the Active state * * We use 2 animations, one for firing and one of spin down in order to allow better tweaking of * the timing. *********************************************************************************************/
EndState, FireAnimDone, FireAnimEnded, IsFiring, PlayFiringAnim, PlayFiringEndAnim
WeaponWaitingForFire Source code
simulated state WeaponWaitingForFire
/********************************************************************************************* * State WeaponWaitingForFire * After the weapon has fully loaded, it will enter this state and wait for a short period of * time before auto-firing *********************************************************************************************/
BeginFire, BeginState, DrawWeaponCrosshair, EndFire, EndState, ForceFireTimer, IsFiring, TryPutdown, WeaponEmpty


Variables Detail

AltFireEndTimes Source code

var array<float> AltFireEndTimes;
How long does it takes after a shot is fired for the weapon to reset and return to active

AltFireLaunchTimes Source code

var array<float> AltFireLaunchTimes;
Holds how long it takes to fire a given shot

AltFireModeChangeSound Source code

var SoundCue AltFireModeChangeSound;
The sound to play when alt-fire mode is changed

AltFireQueueTimes Source code

var array<float> AltFireQueueTimes;
Holds how long it takes to que a given shot

AltFireSndQue Source code

var array<SoundCue> AltFireSndQue;
Holds a collection of sound cues that define what sound to play at each loaded level

bIsAnyAmmoHidden Source code

var bool bIsAnyAmmoHidden;
Have we hidden any of the ammo sockets from player's view

bLockedOnTarget Source code

var bool bLockedOnTarget;
When true, this weapon is locked on target

bTargetLockingActive Source code

var bool bTargetLockingActive;
If true, weapon will try to lock onto targets

ConsoleLockAim Source code

var float ConsoleLockAim;
angle for locking for lock targets when on Console

GracePeriod Source code

var float GracePeriod;
How much grace at the end of loading should be given before the weapon auto-fires

GrenadeClass Source code

var class<UTProjectile> GrenadeClass;
Class of the grenade

GrenadeFireSound Source code

var SoundCue GrenadeFireSound;
sound to play when firing grenades

GrenadeSpreadDist Source code

var int GrenadeSpreadDist;
How much spread on Grenades

GrenadeString Source code

var localized string GrenadeString;

LastLockedOnTime Source code

var float LastLockedOnTime;
How long since the Lock Target has been valid

LastTargetLockCheckTime Source code

var float LastTargetLockCheckTime;
Last time target lock was checked

LastValidTargetTime Source code

var float LastValidTargetTime;
When was the last time we had a valid target

LoadedFireMode Source code

var ERocketFireMode LoadedFireMode;

LoadedIconCoords[3] Source code

var TextureCoordinates LoadedIconCoords[3];
Textures which show multiple loaded rockets

LoadedRocketClass Source code

var class<UTProjectile> LoadedRocketClass;
Class of the rocket to use when multiple rockets loaded

LoadedShotCount Source code

var int LoadedShotCount;
This holds the current number of shots queued up

LoadUpAnimList[3] Source code

var name LoadUpAnimList[3];
list of anims to play for loading the RL

LockAcquiredSound Source code

var SoundCue LockAcquiredSound;
Sound Effects to play when Locking

LockAim Source code

var float LockAim;
angle for locking for lock targets

LockedTarget Source code

var Actor LockedTarget;
What "target" is this weapon locked on to

LockedTargetPRI Source code

var PlayerReplicationInfo LockedTargetPRI;

LockLostSound Source code

var SoundCue LockLostSound;

LockRange Source code

var float LockRange;
How far out should we be considering actors for a lock

MaxLoadCount Source code

var int MaxLoadCount;
This holds the maximum number of shots that can be queued

MuzzleFlashPSCList Source code

var array<UTParticleSystemComponent> MuzzleFlashPSCList;
Holds a list of emitters that make up the muzzle flash

MuzzleFlashSocketList Source code

var array<name> MuzzleFlashSocketList;
Allow for multiple muzzle flash sockets **FIXME: will become offsets

PendingLockedTarget Source code

var Actor PendingLockedTarget;
What "target" is current pending to be locked on to

PendingLockedTargetTime Source code

var float PendingLockedTargetTime;
When did the pending Target become valid

RocketLoadedSound Source code

var SoundCue RocketLoadedSound;
The sound to play when a rocket is loaded

SeekingRocketClass Source code

var class<UTProjectile> SeekingRocketClass;
Class of the rocket to use when seeking

SkeletonFirstPersonMesh Source code

var UTSkeletalMeshComponent SkeletonFirstPersonMesh;
Skeletal mesh component for the 1st person view of the rocketlauncher

SpiralString Source code

var localized string SpiralString;

SpreadDist Source code

var int SpreadDist;
How much distance should be between each shot

WaitToFirePct Source code

var float WaitToFirePct;
How much of the load-up timer needs to pass before the weapon will wait to fire on release

WeaponAltFireLaunchEnd[3] Source code

var name WeaponAltFireLaunchEnd[3];

WeaponAltFireLaunch[3] Source code

var name WeaponAltFireLaunch[3];

WeaponLoadedSnd Source code

var Soundcue WeaponLoadedSnd;

Locking

LockAcquireTime Source code

var(Locking) float LockAcquireTime;
How long does the player need to target an actor to lock on to it

LockCheckTime Source code

var(Locking) float LockCheckTime;
The frequency with which we will check for a lock

LockTolerance Source code

var(Locking) float LockTolerance;
Once locked, how long can the player go without painting the object before they lose the lock


Enumerations Detail

ERocketFireMode Source code

enum ERocketFireMode
{
RFM_Spread, RFM_Spiral, RFM_Grenades, RFM_Max
};


Functions Detail

ActiveRenderOverlays Source code

simulated function ActiveRenderOverlays ( HUD H ) )
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
@param HUD - HUD with canvas to draw on

AddAmmo Source code

function int AddAmmo ( int Amount ) )

AddAmmo WeaponLoadAmmo Source code

function int AddAmmo ( int Amount ) )

AddProjectile WeaponLoadAmmo Source code

simulated function AddProjectile ( ) )
Adds a projectile to the queue and uses up some ammo. In Addition, it plays a sound so that other pawns in the world can hear it.

AdjustLockTarget Source code

event AdjustLockTarget ( actor NewLockTarget) )
This function is used to adjust the LockTarget. Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget

AdjustWeaponTimingForConsole Source code

simulated function AdjustWeaponTimingForConsole ( ) )
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.

AttachMuzzleFlash Source code

simulated function AttachMuzzleFlash ( ) )

BeginFire WeaponLoadAmmo Source code

simulated function BeginFire ( byte FireModeNum) )
We override BeginFire to detect a normal fire press and switch in to flocked mode

BeginFire WeaponWaitingForFire Source code

simulated function BeginFire ( byte FireModeNum) )
We override BeginFire to detect a normal fire press and switch in to flocked mode

BeginState Active Source code

simulated event BeginState ( name PreviousStateName) )

BeginState Inactive Source code

simulated function BeginState ( name PreviousStateName) )

BeginState WeaponLoadAmmo Source code

simulated function BeginState ( Name PreviousStateName) )
Initialize the alt fire state

BeginState WeaponWaitingForFire Source code

simulated function BeginState ( Name PrevStateName) )
Set the Grace Period

BestMode Source code

function byte BestMode ( ) )

CanLockOnTo Source code

native function bool CanLockOnTo ( Actor TA )
Given an actor (TA) determine if we can lock on to it. By default only allow locking on to pawns. Some weapons may want to be able to lock on to other actors.

CauseMuzzleFlash Source code

simulated event CauseMuzzleFlash ( ) )
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

CauseMuzzleFlashLight Source code

simulated event CauseMuzzleFlashLight ( ) )
Causes the muzzle flashlight to turn on

CheckTargetLock Source code

native function CheckTargetLock ( )
The function checks to see if we are locked on a target

Destroyed Source code

simulated event Destroyed ( ) )

DetachMuzzleFlash Source code

simulated function DetachMuzzleFlash ( ) )
Remove/Detach the muzzle flash components

DrawLFMData Source code

simulated function DrawLFMData ( HUD Hud) )
Hud/Crosshairs

DrawWeaponCrosshair WeaponLoadAmmo Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

DrawWeaponCrosshair WeaponWaitingForFire Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

EndFire WeaponLoadAmmo Source code

simulated function EndFire ( byte FireModeNum) )
We need to override EndFire so that we can correctly fire off the current load if we have any.

EndFire WeaponWaitingForFire Source code

simulated function EndFire ( byte FireModeNum) )
If we get an EndFire - Exit Immediately

EndState Inactive Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponLoadAmmo Source code

simulated function EndState ( Name NextStateName) )
Insure that the LoadedShotCount is 0 when we leave this state

EndState WeaponPlayingFire Source code

simulated function EndState ( Name NextStateName) )
Clean up the weapon. Reset the shot count, etc

EndState WeaponWaitingForFire Source code

simulated function EndState ( Name NextStateName) )
Insure that the LoadedShotCount is 0 when we leave this state

FireAmmunition Source code

simulated function FireAmmunition ( ) )

FireAnimDone WeaponPlayingFire Source code

simulated function FireAnimDone ( ) )
When the Fire animation is done chain the ending animation.

FireAnimEnded WeaponPlayingFire Source code

simulated function FireAnimEnded ( ) )
When the End-Fire animation is done return to the active state

FireLoad Source code

function FireLoad ( ) )
Fire off a load of rockets. Network: Server Only

ForceFireTimer WeaponWaitingForFire Source code

simulated function ForceFireTimer ( ) )
Fire the load

GetAIRating Source code

function float GetAIRating ( ) )

GetFireInterval Source code

simulated function float GetFireInterval ( byte FireModeNum ) )
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode. We override it here to support the queue!
@param FireModeNum fire mode
@return Period in seconds of firing mode

GetProjectileClass Source code

function class<Projectile> GetProjectileClass ( ) )
We override GetProjectileClass to swap in a Seeking Rocket if we are locked on.

GetSpreadDist Source code

simulated function int GetSpreadDist ( ) )
@Returns The amount of spread

GetWeaponDebug Source code

simulated function GetWeaponDebug ( out Array<String> DebugInfo ) )

HideRocket Source code

simulated function HideRocket ( name RocketName, bool ShouldHide) )

HideRocketAmmo Source code

simulated function HideRocketAmmo ( ) )

IsFiring WeaponLoadAmmo Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponPlayingFire Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponWaitingForFire Source code

simulated function bool IsFiring ( ) )

MuzzleFlashTimer Source code

simulated event MuzzleFlashTimer ( ) )
Turns the MuzzleFlashlight off

PlayFiringAnim WeaponPlayingFire Source code

simulated function PlayFiringAnim ( ) )
Choose the proper "Firing" animation to play depending on the number of shots loaded.

PlayFiringEndAnim WeaponPlayingFire Source code

simulated function PlayFiringEndAnim ( ) )
Choose the proper "We are done firing, reset" animation to play depending on the number of shots loaded

PlayFiringSound Source code

simulated function PlayFiringSound ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )
If we are locked on, we need to set the Seeking projectiles LockedTarget.

RefireCheckTimer WeaponLoadAmmo Source code

simulated function RefireCheckTimer ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ReplicatedEvent WeaponFiring Source code

simulated event ReplicatedEvent ( name VarName) )

StopMuzzleFlash Source code

simulated event StopMuzzleFlash ( ) )
Quickly turns off an active muzzle flash

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )
AI Interface

TimeWeaponFiring WeaponLoadAmmo Source code

simulated function TimeWeaponFiring ( byte FireModeNum ) )

TryPutdown WeaponLoadAmmo Source code

simulated function bool TryPutdown ( ) )

TryPutdown WeaponWaitingForFire Source code

simulated function bool TryPutdown ( ) )

UpdateAmmoVisibility Source code

simulated function UpdateAmmoVisibility ( ) )

UpdateLockTarget Source code

native function UpdateLockTarget ( Actor NewLockTarget )

WeaponEmpty WeaponLoadAmmo Source code

simulated function WeaponEmpty ( ) )

WeaponEmpty WeaponWaitingForFire Source code

simulated function WeaponEmpty ( ) )

WeaponFireLoad Source code

simulated function WeaponFireLoad ( ) )


Defaultproperties

defaultproperties
{
   SeekingRocketClass=Class'UTGame.UTProj_SeekingRocket'
   LoadedRocketClass=Class'UTGame.UTProj_LoadedRocket'
   GrenadeClass=Class'UTGame.UTProj_Grenade'
   GrenadeSpreadDist=300
   AltFireModeChangeSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltModeChange_Cue'
   RocketLoadedSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_RocketLoaded_Cue'
   GrenadeFireSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue'
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=60.000000
      SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_1P'
      AnimTreeTemplate=AnimTree'WP_RocketLauncher.Anims.AT_WP_RocketLauncher_1P_Base'
      AnimSets(0)=AnimSet'WP_RocketLauncher.Anims.K_WP_RocketLauncher_1P_Base'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   SkeletonFirstPersonMesh=FirstPersonMesh
   LockCheckTime=0.100000
   LockRange=8000.000000
   LockAcquireTime=1.100000
   LockTolerance=0.200000
   LockAim=0.997000
   ConsoleLockAim=0.992000
   LockAcquiredSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue'
   LockLostSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLost_Cue'
   MaxLoadCount=3
   WeaponLoadedSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Load_Cue'
   AltFireQueueTimes(0)=0.400000
   AltFireQueueTimes(1)=0.960000
   AltFireQueueTimes(2)=0.960000
   AltFireLaunchTimes(0)=0.510000
   AltFireLaunchTimes(1)=0.510000
   AltFireLaunchTimes(2)=0.510000
   AltFireEndTimes(0)=0.440000
   AltFireEndTimes(1)=0.440000
   AltFireEndTimes(2)=0.440000
   AltFireSndQue(0)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue1_Cue'
   AltFireSndQue(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue2_Cue'
   AltFireSndQue(2)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue3_Cue'
   MuzzleFlashSocketList(0)="MuzzleFlashSocketA"
   MuzzleFlashSocketList(1)="MuzzleFlashSocketC"
   MuzzleFlashSocketList(2)="MuzzleFlashSocketB"
   SpreadDist=1000
   GracePeriod=0.960000
   WaitToFirePct=0.850000
   GrenadeString="[Grenades]"
   SpiralString="[Spiral]"
   LoadedIconCoords(0)=(V=384.000000,UL=63.000000,VL=63.000000)
   LoadedIconCoords(1)=(U=63.000000,V=384.000000,UL=63.000000,VL=63.000000)
   LoadedIconCoords(2)=(U=126.000000,V=384.000000,UL=63.000000,VL=63.000000)
   LoadUpAnimList(0)="WeaponAltFireQueue1"
   LoadUpAnimList(1)="WeaponAltFireQueue2"
   LoadUpAnimList(2)="WeaponAltFireQueue3"
   WeaponAltFireLaunch(0)="WeaponAltFireLaunch1"
   WeaponAltFireLaunch(1)="WeaponAltFireLaunch2"
   WeaponAltFireLaunch(2)="WeaponAltFireLaunch3"
   WeaponAltFireLaunchEnd(0)="WeaponAltFireLaunch1End"
   WeaponAltFireLaunchEnd(1)="WeaponAltFireLaunch2End"
   WeaponAltFireLaunchEnd(2)="WeaponAltFireLaunch3End"
   bSplashJump=True
   bRecommendSplashDamage=True
   AmmoCount=9
   LockerAmmoCount=18
   MaxAmmoCount=30
   IconX=460
   IconY=34
   IconWidth=51
   IconHeight=38
   IconCoordinates=(U=131.000000,V=379.000000,UL=129.000000,VL=50.000000)
   CrossHairCoordinates=(U=128.000000)
   InventoryGroup=8
   AttachmentClass=Class'UTGame.UTAttachment_RocketLauncher'
   GroupWeight=0.500000
   QuickPickGroup=2
   QuickPickWeight=0.900000
   WeaponFireSnd(0)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue'
   WeaponPutDownSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Lower_Cue'
   WeaponEquipSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Raise_Cue'
   JumpDamping=0.750000
   WeaponColor=(B=0,G=0,R=255,A=255)
   MuzzleFlashSocket="MuzzleFlashSocketA"
   MuzzleFlashPSCTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RockerLauncher_Muzzle_Flash'
   MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
   LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
   CurrentRating=0.780000
   ShouldFireOnRelease(1)=1
   WeaponFireTypes(0)=EWFT_Projectile
   WeaponFireTypes(1)=EWFT_Projectile
   FiringStatesArray(1)="WeaponLoadAmmo"
   WeaponProjectiles(0)=Class'UTGame.UTProj_Rocket'
   WeaponProjectiles(1)=Class'UTGame.UTProj_Rocket'
   FireInterval(1)=1.050000
   EquipTime=0.600000
   FireOffset=(X=20.000000,Y=12.000000,Z=-5.000000)
   Mesh=FirstPersonMesh
   Priority=10.000000
   AIRating=0.780000
   ItemName="Rocket Launcher"
   MaxDesireability=0.780000
   PickupMessage="Rocket Launcher"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Rocket_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_3P'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_RocketLauncher"
   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 10:01:02.926 - Created with UnCodeX