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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
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+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
|
+-- UTGame.UTWeap_Stinger
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName )) Active | |
![]() | BeginState (Name PreviousStateName)) WeaponFiring | |
![]() | BeginState (name PreviousStateName)) WeaponWindUp | |
![]() | byte | BestMode ())) |
![]() | EndState (Name NextStateName)) WeaponFiring | |
![]() | EndState (name NextStateName)) WeaponWindUp | |
![]() | FireWarmupShot () | |
![]() | FireWarmupShot ())) WeaponWindUp | |
![]() | float | GetAIRating ())) |
![]() | bool | HasAmmo (byte FireModeNum, optional int Amount )) |
![]() | bool | IsFiring ())) WeaponFiring |
![]() | bool | IsFiring ())) WeaponWindDown |
![]() | bool | IsFiring ())) WeaponWindUp |
![]() | PlayFiringSound ())) | |
![]() | PostBeginPlay ())) | |
![]() | bool | RefireCheck ())) WeaponWindUp |
![]() | RefireCheckTimer ())) WeaponFiring | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | StopBeltPanner ())) | |
![]() | Timer ())) WeaponWindDown | |
![]() | WeaponWarmedUp ())) WeaponWindUp | |
| States Summary |
|---|
| Active Source code |
|---|
|
simulated state Active |
| BeginState |
| WeaponFiring Source code |
|---|
simulated state WeaponFiring /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ |
| BeginState, EndState, IsFiring, RefireCheckTimer |
| WeaponWindDown Source code |
|---|
simulated state WeaponWindDown /********************************************************************************************* * State WindDown * The Minigun enteres this state when it stops firing. It slows the barrels down and when * done, goes active/down/etc. * * Because we don't have animations or sounds, it just delays a bit then exits *********************************************************************************************/ |
| IsFiring, Timer |
| WeaponWindUp Source code |
|---|
simulated state WeaponWindUp /********************************************************************************************* * state WindUp * The Minigun will first enter this state during the firing sequence. It winds up the barrel * * Because we don't have animations or sounds, it just delays a bit then fires. *********************************************************************************************/ |
| BeginState, EndState, FireWarmupShot, IsFiring, RefireCheck, WeaponWarmedUp |
| Variables Detail |
|---|
spin up, down, and fire animations to match above for the arm mesh
| Functions Detail |
|---|
BeginState Active Source codeInitialize the weapon as being active and ready to go.
BeginState WeaponFiring Source code
BeginState WeaponWindUp Source code
BestMode Source code
EndState WeaponFiring Source code
EndState WeaponWindUp Source code
FireWarmupShot Source codeNeeded so when the function is called on this object it will be found and then because we are in a state that version will be used
FireWarmupShot WeaponWindUp Source code
GetAIRating Source code
HasAmmo Source codeThis function checks to see if the weapon has any ammo available for a given fire mode.
@param FireModeNum - The Fire Mode to Test For
@param Amount - [Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost
IsFiring WeaponFiring Source code
IsFiring WeaponWindDown Source code
IsFiring WeaponWindUp Source code
PlayFiringSound Source code
PostBeginPlay Source code
RefireCheck WeaponWindUp Source code
RefireCheckTimer WeaponFiring Source codeCalled when the weapon is done firing, handles what to do next. We override the default here so as to go to the WindDown state.
SetSkin Source code
StopBeltPanner Source code
Timer WeaponWindDown Source code
WeaponWarmedUp WeaponWindUp Source code| Defaultproperties |
|---|
defaultproperties
{
WindDownTime(0)=0.270000
WindDownTime(1)=0.330000
WarmupShots(0)=5
WarmupShots(1)=1
WeaponSpinUpSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'
WeaponSpinUpSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'
WeaponSpinDownSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'
WeaponSpinDownSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'
WeaponWarmUpShotSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireCue'
SpinningBarrelCue=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindLoopCue'
WeaponSpinUpAnims(0)="WeaponRampUp"
WeaponSpinUpAnims(1)="WeaponRampUp"
WeaponSpinDownAnims(0)="WeaponRampDown"
WeaponSpinDownAnims(1)="WeaponRampDown"
WeaponFireAnims(0)="WeaponFire"
WeaponFireAnims(1)="WeaponFire-Secondary"
ArmSpinUpAnims(0)="WeaponRampUp"
ArmSpinUpAnims(1)="WeaponRampUp"
ArmSpinDownAnims(0)="WeaponRampDown"
ArmSpinDownAnims(1)="WeaponRampDown"
ArmFireAnims(0)="WeaponFire"
ArmFireAnims(1)="WeaponFire-Secondary"
Begin Object Class=ParticleSystemComponent Name=MuzzleFlashComponent ObjName=MuzzleFlashComponent Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
Template=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary'
bAutoActivate=False
SecondsBeforeInactive=1.000000
DepthPriorityGroup=SDPG_Foreground
Name="MuzzleFlashComponent"
ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
End Object
PrimaryMuzzleFlashPSC=MuzzleFlashComponent
bFastRepeater=True
bTargetFrictionEnabled=True
bTargetAdhesionEnabled=True
AmmoCount=100
LockerAmmoCount=150
MaxAmmoCount=300
ShotCost(1)=2
IconX=273
IconY=413
IconWidth=84
IconHeight=50
IconCoordinates=(U=453.000000,V=508.000000,UL=147.000000,VL=52.000000)
CrossHairCoordinates=(U=448.000000,V=0.000000)
InventoryGroup=6
AttachmentClass=Class'UTGame.UTAttachment_Stinger'
GroupWeight=0.520000
QuickPickGroup=6
QuickPickWeight=0.900000
WeaponFireAnim(0)=
WeaponFireAnim(1)=
ArmFireAnim(0)=
ArmFireAnim(1)=
ArmsAnimSet=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Arms'
WeaponFireSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireLoopCue'
WeaponFireSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireAltCue'
WeaponPutDownSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_LowerCue'
WeaponEquipSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_RaiseCue'
WeaponColor=(B=0,G=255,R=255,A=255)
MuzzleFlashPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary_WarmUP'
MuzzleFlashAltPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Alt_Fire'
MuzzleFlashLightClass=Class'UTGame.UTStingerMuzzleFlashLight'
PlayerViewOffset=(X=0.000000,Y=2.000000,Z=0.000000)
WidescreenRotationOffset=(Pitch=0,Yaw=0,Roll=0)
LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
CurrentRating=0.710000
aimerror=700.000000
AimingHelpRadius(0)=8.500000
AimingHelpRadius(1)=11.500000
WeaponFireTypes(1)=EWFT_Projectile
FiringStatesArray(0)="WeaponWindUp"
WeaponProjectiles(1)=Class'UTGame.UTProj_StingerShard'
FireInterval(0)=0.100000
FireInterval(1)=0.280000
Spread(0)=0.067500
InstantHitDamage(0)=14.000000
InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_StingerBullet'
EquipTime=0.600000
FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000)
bInstantHit=True
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
FOV=65.000000
SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_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_Stinger:MeshSequenceA'
AnimSets(0)=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Base'
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Priority=9.500000
AIRating=0.710000
ItemName="Stinger Minigun"
MaxDesireability=0.730000
PickupMessage="Stinger Minigun"
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Stinger_Cue'
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_3P_Mid'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTWeap_Stinger"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}
|
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