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UTGame.UTWeap_Translocator

Extends
UTWeapon
Modifiers
HideDropDown abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTWeap_Translocator

Direct Known Subclasses:

UTWeap_Translocator_Content

Variables Summary
boolbTranslocationInProgress
ParticleSystemComponentDiskEffect
SoundCueDisruptionDeath
nameEmptyEquipAnim
nameEmptyIdleAnim
nameEmptyPutDownAnim
class<UTDamageType>FailedTranslocationDamageClass
MaterialInstanceConstantGeneralSkin
floatRechargeRate
LinearColorSkinColors[2]
MaterialInterfaceTeamSkins[4]
UTProj_TransDiscTransDisc
SoundCueTransFailedSound
SoundCueTransRecalledSound
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
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
functionbool AttemptTranslocation (vector dest))
function BeginState (Name PreviousStateName))
Active
functionbool BotTranslocation ()))
function ConsumeAmmo (byte FireModeNum ))
function CustomFire ()))
functionbool DenyClientWeaponSet ()))
function FireAmmunition ()))
WeaponFiring
function FireHack ()))
function FireHackTimer ()))
function FragInstigator (class<DamageType> DmgClass))
functionfloat GetAIRating ()))
eventfloat GetPowerPerc ()))
function GivenTo (Pawn ThisPawn, optional bool bDoNotActivate))
functionbool HasAmmo (byte FireModeNum, optional int Amount))
function HolderDied ()))
function ItemRemovedFromInvManager ()))
function PlayFiringSound ()))
function PlayWeaponEquip ()))
function PlayWeaponPutDown ()))
function PostBeginPlay ()))
functionProjectile ProjectileFire ()))
function ReAddAmmo ()))
event ReplicatedEvent (name VarName))
function SetSkin (Material NewMaterial))
functionbool ShouldLagRot ()))
RecallFire
functionbool ShouldRefire ()))
WeaponFiring
functionbool ShouldTranslocatorHop (UTBot B))
function StartFire (byte FireModeNum ))
functionbool TranslocSucceeded (vector dest))
function WeaponEmpty ()
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
RecallFire Source code
state RecallFire extends WeaponFiring
ShouldLagRot
WeaponFiring Source code
state WeaponFiring
FireAmmunition, ShouldRefire


Variables Detail

bTranslocationInProgress Source code

var bool bTranslocationInProgress;
true only during translocation (for kill credit)

DiskEffect Source code

var ParticleSystemComponent DiskEffect;

DisruptionDeath Source code

var SoundCue DisruptionDeath;

EmptyEquipAnim Source code

var name EmptyEquipAnim;

EmptyIdleAnim Source code

var name EmptyIdleAnim;
Anim when the disc is deployed

EmptyPutDownAnim Source code

var name EmptyPutDownAnim;

FailedTranslocationDamageClass Source code

var class<UTDamageType> FailedTranslocationDamageClass;

GeneralSkin Source code

var MaterialInstanceConstant GeneralSkin;

RechargeRate Source code

var float RechargeRate;
How fast the TL recharges

SkinColors[2] Source code

var LinearColor SkinColors[2];

TeamSkins[4] Source code

var MaterialInterface TeamSkins[4];
Skins

TransDisc Source code

var repnotify UTProj_TransDisc TransDisc;
Access to the disc in the world

TransFailedSound Source code

var SoundCue TransFailedSound;
Animations and Sounds

TransRecalledSound Source code

var SoundCue TransRecalledSound;


Functions Detail

AttemptTranslocation Source code

function bool AttemptTranslocation ( vector dest) )

BeginState Active Source code

simulated function BeginState ( Name PreviousStateName) )

BotTranslocation Source code

function bool BotTranslocation ( ) )

ConsumeAmmo Source code

function ConsumeAmmo ( byte FireModeNum ) )
We need to override ConsumeAmmo and set the recharge timer.

CustomFire Source code

simulated function CustomFire ( ) )
Alt-Fire on this weapon is custom and this is it's stub. It should attempt to translocate.

DenyClientWeaponSet Source code

simulated function bool DenyClientWeaponSet ( ) )

FireAmmunition WeaponFiring Source code

simulated function FireAmmunition ( ) )

FireHack Source code

function FireHack ( ) )

FireHackTimer Source code

simulated function FireHackTimer ( ) )

FragInstigator Source code

function FragInstigator ( class<DamageType> DmgClass) )
The function will kill the player holding the TL if it's disrupted

GetAIRating Source code

function float GetAIRating ( ) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

GivenTo Source code

function GivenTo ( Pawn ThisPawn, optional bool bDoNotActivate) )

HasAmmo Source code

simulated function bool HasAmmo ( byte FireModeNum, optional int Amount) )
Override CheckAmmo to return 0 if ammo count = 0 regardless of the cost

HolderDied Source code

function HolderDied ( ) )

ItemRemovedFromInvManager Source code

function ItemRemovedFromInvManager ( ) )

PlayFiringSound Source code

simulated function PlayFiringSound ( ) )

PlayWeaponEquip Source code

simulated function PlayWeaponEquip ( ) )

PlayWeaponPutDown Source code

simulated function PlayWeaponPutDown ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )
If there isn't a disc, launch one, if there is, recall it.

ReAddAmmo Source code

simulated function ReAddAmmo ( ) )
Add ammo back in to the weapon

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

ShouldLagRot RecallFire Source code

simulated function bool ShouldLagRot ( ) )

ShouldRefire WeaponFiring Source code

simulated function bool ShouldRefire ( ) )
@see WarWeapon::ShouldRefire()

ShouldTranslocatorHop Source code

function bool ShouldTranslocatorHop ( UTBot B) )

StartFire Source code

simulated function StartFire ( byte FireModeNum ) )

TranslocSucceeded Source code

function bool TranslocSucceeded ( vector dest) )

WeaponEmpty Source code

simulated function WeaponEmpty ( )


Defaultproperties

defaultproperties
{
   RechargeRate=1.250000
   SkinColors(0)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   SkinColors(1)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   bExportMenuData=False
   AmmoCount=7
   MaxAmmoCount=7
   ShotCost(0)=0
   GroupWeight=0.600000
   WeaponColor=(B=128,G=255,R=255,A=255)
   CurrentRating=-1.000000
   FireInterval(0)=0.250000
   FireInterval(1)=0.250000
   FireOffset=(X=15.000000,Y=8.000000,Z=-10.000000)
   bCanThrow=False
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=0.600000
   AIRating=-1.000000
   ItemName="Translocator"
   PickupMessage="Translocator"
   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_Translocator"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.986 - Created with UnCodeX