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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_RocketLauncher
| Enumerations Summary | ||
|---|---|---|
| ERocketFireMode RFM_Spread, RFM_Spiral, RFM_Grenades, RFM_Max | ||
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | ActiveRenderOverlays (HUD H )) | |
![]() | int | AddAmmo (int Amount )) |
![]() | int | AddAmmo (int Amount )) WeaponLoadAmmo |
![]() | AddProjectile ())) WeaponLoadAmmo | |
![]() | AdjustLockTarget (actor NewLockTarget)) | |
![]() | AdjustWeaponTimingForConsole ())) | |
![]() | AttachMuzzleFlash ())) | |
![]() | BeginFire (byte FireModeNum)) WeaponLoadAmmo | |
![]() | BeginFire (byte FireModeNum)) WeaponWaitingForFire | |
![]() | BeginState (name PreviousStateName)) Active | |
![]() | BeginState (name PreviousStateName)) Inactive | |
![]() | BeginState (Name PreviousStateName)) WeaponLoadAmmo | |
![]() | BeginState (Name PrevStateName)) WeaponWaitingForFire | |
![]() | byte | BestMode ())) |
![]() | bool | CanLockOnTo (Actor TA) |
![]() | CauseMuzzleFlash ())) | |
![]() | CauseMuzzleFlashLight ())) | |
![]() | CheckTargetLock () | |
![]() | Destroyed ())) | |
![]() | DetachMuzzleFlash ())) | |
![]() | DrawLFMData (HUD Hud)) | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponLoadAmmo | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponWaitingForFire | |
![]() | EndFire (byte FireModeNum)) WeaponLoadAmmo | |
![]() | EndFire (byte FireModeNum)) WeaponWaitingForFire | |
![]() | EndState (Name NextStateName)) Inactive | |
![]() | EndState (Name NextStateName)) WeaponLoadAmmo | |
![]() | EndState (Name NextStateName)) WeaponPlayingFire | |
![]() | EndState (Name NextStateName)) WeaponWaitingForFire | |
![]() | FireAmmunition ())) | |
![]() | FireAnimDone ())) WeaponPlayingFire | |
![]() | FireAnimEnded ())) WeaponPlayingFire | |
![]() | FireLoad ())) | |
![]() | ForceFireTimer ())) WeaponWaitingForFire | |
![]() | float | GetAIRating ())) |
![]() | float | GetFireInterval (byte FireModeNum )) |
![]() | class<Projectile> | GetProjectileClass ())) |
![]() | int | GetSpreadDist ())) |
![]() | GetWeaponDebug (out Array | |
![]() | HideRocket (name RocketName, bool ShouldHide)) | |
![]() | HideRocketAmmo ())) | |
![]() | bool | IsFiring ())) WeaponLoadAmmo |
![]() | bool | IsFiring ())) WeaponPlayingFire |
![]() | bool | IsFiring ())) WeaponWaitingForFire |
![]() | MuzzleFlashTimer ())) | |
![]() | PlayFiringAnim ())) WeaponPlayingFire | |
![]() | PlayFiringEndAnim ())) WeaponPlayingFire | |
![]() | PlayFiringSound ())) | |
![]() | Projectile | ProjectileFire ())) |
![]() | RefireCheckTimer ())) WeaponLoadAmmo | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | ReplicatedEvent (name VarName)) WeaponFiring | |
![]() | StopMuzzleFlash ())) | |
![]() | float | SuggestAttackStyle ())) |
![]() | TimeWeaponFiring (byte FireModeNum )) WeaponLoadAmmo | |
![]() | bool | TryPutdown ())) WeaponLoadAmmo |
![]() | bool | TryPutdown ())) WeaponWaitingForFire |
![]() | UpdateAmmoVisibility ())) | |
![]() | UpdateLockTarget (Actor NewLockTarget) | |
![]() | WeaponEmpty ())) WeaponLoadAmmo | |
![]() | WeaponEmpty ())) WeaponWaitingForFire | |
![]() | WeaponFireLoad ())) | |
| 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 |
|---|
How long does it takes after a shot is fired for the weapon to reset and return to active
Holds how long it takes to fire a given shot
The sound to play when alt-fire mode is changed
Holds how long it takes to que a given shot
Holds a collection of sound cues that define what sound to play at each loaded level
Have we hidden any of the ammo sockets from player's view
When true, this weapon is locked on target
If true, weapon will try to lock onto targets
angle for locking for lock targets when on Console
How much grace at the end of loading should be given before the weapon auto-fires
Class of the grenade
sound to play when firing grenades
How much spread on Grenades
How long since the Lock Target has been valid
Last time target lock was checked
When was the last time we had a valid target
Textures which show multiple loaded rockets
Class of the rocket to use when multiple rockets loaded
This holds the current number of shots queued up
list of anims to play for loading the RL
Sound Effects to play when Locking
angle for locking for lock targets
What "target" is this weapon locked on to
How far out should we be considering actors for a lock
This holds the maximum number of shots that can be queued
Holds a list of emitters that make up the muzzle flash
Allow for multiple muzzle flash sockets **FIXME: will become offsets
What "target" is current pending to be locked on to
When did the pending Target become valid
The sound to play when a rocket is loaded
Class of the rocket to use when seeking
Skeletal mesh component for the 1st person view of the rocketlauncher
How much distance should be between each shot
How much of the load-up timer needs to pass before the weapon will wait to fire on release
How long does the player need to target an actor to lock on to it
The frequency with which we will check for a lock
Once locked, how long can the player go without painting the object before they lose the lock
| Enumerations Detail |
|---|
| Functions Detail |
|---|
ActiveRenderOverlays Source codeAccess 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
AddAmmo WeaponLoadAmmo Source code
AddProjectile WeaponLoadAmmo Source codeAdds 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 codeThis function is used to adjust the LockTarget. Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget
AdjustWeaponTimingForConsole Source codeAdjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
AttachMuzzleFlash Source code
BeginFire WeaponLoadAmmo Source codeWe override BeginFire to detect a normal fire press and switch in to flocked mode
BeginFire WeaponWaitingForFire Source codeWe override BeginFire to detect a normal fire press and switch in to flocked mode
BeginState Active Source code
BeginState Inactive Source code
BeginState WeaponLoadAmmo Source codeInitialize the alt fire state
BeginState WeaponWaitingForFire Source codeSet the Grace Period
BestMode Source code
CanLockOnTo Source codeGiven 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 codeCauses the muzzle flashlight to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight Source codeCauses the muzzle flashlight to turn on
CheckTargetLock Source codeThe function checks to see if we are locked on a target
Destroyed Source code
DetachMuzzleFlash Source codeRemove/Detach the muzzle flash components
DrawLFMData Source codeHud/Crosshairs
DrawWeaponCrosshair WeaponLoadAmmo Source code
DrawWeaponCrosshair WeaponWaitingForFire Source code
EndFire WeaponLoadAmmo Source codeWe need to override EndFire so that we can correctly fire off the current load if we have any.
EndFire WeaponWaitingForFire Source codeIf we get an EndFire - Exit Immediately
EndState Inactive Source code
EndState WeaponLoadAmmo Source codeInsure that the LoadedShotCount is 0 when we leave this state
EndState WeaponPlayingFire Source codeClean up the weapon. Reset the shot count, etc
EndState WeaponWaitingForFire Source codeInsure that the LoadedShotCount is 0 when we leave this state
FireAmmunition Source code
FireAnimDone WeaponPlayingFire Source codeWhen the Fire animation is done chain the ending animation.
FireAnimEnded WeaponPlayingFire Source codeWhen the End-Fire animation is done return to the active state
FireLoad Source codeFire off a load of rockets. Network: Server Only
ForceFireTimer WeaponWaitingForFire Source codeFire the load
GetAIRating Source code
GetFireInterval Source codeReturns 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 codeWe override GetProjectileClass to swap in a Seeking Rocket if we are locked on.
GetSpreadDist Source code@Returns The amount of spread
GetWeaponDebug Source code
HideRocket Source code
HideRocketAmmo Source code
IsFiring WeaponLoadAmmo Source code
IsFiring WeaponPlayingFire Source code
IsFiring WeaponWaitingForFire Source code
MuzzleFlashTimer Source codeTurns the MuzzleFlashlight off
PlayFiringAnim WeaponPlayingFire Source codeChoose the proper "Firing" animation to play depending on the number of shots loaded.
PlayFiringEndAnim WeaponPlayingFire Source codeChoose the proper "We are done firing, reset" animation to play depending on the number of shots loaded
PlayFiringSound Source code
ProjectileFire Source codeIf we are locked on, we need to set the Seeking projectiles LockedTarget.
RefireCheckTimer WeaponLoadAmmo Source code
ReplicatedEvent Source code
ReplicatedEvent WeaponFiring Source code
StopMuzzleFlash Source codeQuickly turns off an active muzzle flash
SuggestAttackStyle Source codeAI Interface
TimeWeaponFiring WeaponLoadAmmo Source code
TryPutdown WeaponLoadAmmo Source code
TryPutdown WeaponWaitingForFire Source code
UpdateAmmoVisibility Source code
UpdateLockTarget Source code
WeaponEmpty WeaponLoadAmmo Source code
WeaponEmpty WeaponWaitingForFire Source code
WeaponFireLoad Source code| 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'
}
|
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