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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_Stinger
Enumerations Summary |
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Inherited Enumerations from UTGame.UTWeapon |
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AmmoWidgetDisplayStyle, EZoomState |
Functions Summary | ||
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![]() | 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 |
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Active Source code |
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simulated state Active |
BeginState |
WeaponFiring Source code |
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simulated state WeaponFiring /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ |
BeginState, EndState, IsFiring, RefireCheckTimer |
WeaponWindDown Source code |
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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 |
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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 |
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spin up, down, and fire animations to match above for the arm mesh
Functions Detail |
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Initialize the weapon as being active and ready to go.
Needed 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
This 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
Called when the weapon is done firing, handles what to do next. We override the default here so as to go to the WindDown state.
Defaultproperties |
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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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