| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
UTBeamWeapon, UTDeployable, UTVehicleWeapon, UTWeap_Avril, UTWeap_BioRifle, UTWeap_BioRifle_Content, UTWeap_Enforcer, UTWeap_FlakCannon, UTWeap_ImpactHammer, UTWeap_InstagibRifle, UTWeap_Physicsgun, UTWeap_Redeemer, UTWeap_RocketLauncher, UTWeap_ShockRifle, UTWeap_SniperRifle, UTWeap_Stinger, UTWeap_Translocator
| Enumerations Summary | ||
|---|---|---|
| AmmoWidgetDisplayStyle EAWDS_Numeric, EAWDS_BarGraph, EAWDS_Both, EAWDS_None, | ||
| EZoomState ZST_NotZoomed, ZST_ZoomingOut, ZST_ZoomingIn, ZST_Zoomed, | ||
| Inherited Enumerations from Engine.Weapon |
|---|
| EWeaponFireType |
| Functions Summary | ||
|---|---|---|
![]() | Activate ())) | |
![]() | Activate () WeaponPuttingDown | |
![]() | ActiveRenderOverlays (HUD H )) | |
![]() | int | AddAmmo (int Amount )) |
![]() | AdjustPlayerDamage (out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)) | |
![]() | AdjustWeaponTimingForConsole ())) | |
![]() | bool | AllowSwitchTo (Weapon NewWeapon)) |
![]() | bool | AmmoMaxed (int mode)) |
![]() | AttachMuzzleFlash ())) | |
![]() | AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName )) | |
![]() | BeginFire (Byte FireModeNum )) Active | |
![]() | BeginFire (Byte FireModeNum )) WeaponFiring | |
![]() | BeginState (Name PreviousStateName )) Active | |
![]() | BeginState (name PreviousStateName)) Inactive | |
![]() | BeginState (name PrevStateName)) WeaponAbortEquip | |
![]() | BeginState (Name PreviousStateName)) WeaponEquipping | |
![]() | BeginState (Name PrevStateName)) WeaponFiring | |
![]() | BeginState (Name PreviousStateName )) WeaponPuttingDown | |
![]() | byte | BestMode ())) |
![]() | float | BotDesireability (Actor PickupHolder, Pawn P, Controller C)) |
![]() | bool | bReadyToFire ())) |
![]() | bool | bReadyToFire ())) Inactive |
![]() | bool | bReadyToFire ())) WeaponPuttingDown |
![]() | CalcInventoryWeight ())) | |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanHeal (Actor Other)) |
![]() | bool | CanThrow ())) |
![]() | bool | CanViewAccelerationWhenFiring ())) |
![]() | CauseMuzzleFlash ())) | |
![]() | CauseMuzzleFlashLight ())) | |
![]() | ChangeVisibility (bool bIsVisible)) | |
![]() | ChangeVisibility (bool bIsVisible)) Active | |
![]() | bool | CheckZoom (byte FireModeNum)) |
![]() | ClientEndFire (byte FireModeNum)) | |
![]() | ClientWeaponSet (bool bOptionalSet )) | |
![]() | ClientWeaponThrown ())) | |
![]() | ConsumeAmmo (byte FireModeNum )) | |
![]() | bool | CoversScreenSpace (vector ScreenLoc, Canvas Canvas)) |
![]() | CreateOverlayMesh ())) | |
![]() | bool | DenyClientWeaponSet ())) WeaponFiring |
![]() | bool | DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup)) |
![]() | float | DesireAmmo (bool bDetour)) |
![]() | Destroyed ())) | |
![]() | DetachMuzzleFlash ())) | |
![]() | DetachWeapon ())) | |
![]() | float | DetourWeight (Pawn Other, float PathWeight)) |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)) | |
![]() | DrawLockedOn (HUD H )) | |
![]() | DrawWeaponCrosshair (Hud HUD )) | |
![]() | DropFrom (vector StartLocation, vector StartVelocity)) | |
![]() | bool | EnableFriendlyWarningCrosshair ())) |
![]() | EndFire (Byte FireModeNum)) | |
![]() | EndState (Name NextStateName)) Active | |
![]() | EndState (Name NextStateName)) Inactive | |
![]() | EndState (Name NextStateName)) WeaponAbortEquip | |
![]() | EndState (Name NextStateName)) WeaponEquipping | |
![]() | EndState (Name NextStateName)) WeaponFiring | |
![]() | EndState (Name NextStateName)) WeaponPuttingDown | |
![]() | EndZoom (UTPlayerController PC)) | |
![]() | EnsureWeaponOverlayComponentLast () | |
![]() | FireAmmunition ())) | |
![]() | FireHack () | |
![]() | bool | FireOnRelease ())) |
![]() | FiringPutDownWeapon ())) | |
![]() | int | GetAmmoCount ())) |
![]() | AnimNodeSequence | GetArmAnimNodeSeq ())) |
![]() | vector | GetEffectLocation ())) |
![]() | float | GetEquipTime ())) |
![]() | float | GetFireInterval (byte FireModeNum )) |
![]() | EWeaponHand | GetHand ())) |
![]() | float | GetOptimalRangeFor (Actor Target)) |
![]() | string | GetOwnerName ())) |
![]() | vector | GetPhysicalFireStartLoc (optional vector AimDir)) |
![]() | float | GetPowerPerc ())) |
![]() | GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis )) | |
![]() | float | GetWeaponRating ())) |
![]() | EZoomState | GetZoomedState ())) |
![]() | GivenTo (Pawn NewOwner, bool bDoNotActivate)) | |
![]() | bool | HasAmmo (byte FireModeNum, optional int Amount )) |
![]() | bool | HasAnyAmmo ())) |
![]() | HolderEnteredVehicle () | |
![]() | ImpactInfo | InstantAimHelp (vector StartTrace, vector EndTrace, ImpactInfo RealImpact)) |
![]() | InstantFire ())) | |
![]() | vector | InstantFireEndTrace (vector StartTrace)) |
![]() | vector | InstantFireStartTrace ())) |
![]() | bool | IsFullyCharged ())) |
![]() | int | LagRot (int NewValue, int LastValue, float MaxDiff, int Index)) |
![]() | Loaded (optional bool bUseWeaponMax)) | |
![]() | MuzzleFlashTimer ())) | |
![]() | bool | NeedAmmo ())) |
![]() | OnAnimEnd (optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime)) Active | |
![]() | PerformWeaponChange ())) | |
![]() | PlayArmAnimation (Name Sequence, float fDesiredDuration, optional bool OffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)) | |
![]() | PlayFireEffects (byte FireModeNum, optional vector HitLocation )) | |
![]() | PlayFiringSound ())) | |
![]() | PlayWeaponAnimation (name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)) | |
![]() | PlayWeaponAnimation (Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)) Active | |
![]() | PlayWeaponEquip ())) | |
![]() | PlayWeaponPutDown ())) | |
![]() | PostBeginPlay ())) | |
![]() | PreloadTextures (bool bForcePreload)) | |
![]() | ProcessInstantHit (byte FiringMode, ImpactInfo Impact )) | |
![]() | Projectile | ProjectileFire ())) |
![]() | bool | ReadyToFire (bool bFinished)) |
![]() | RefireCheckTimer () | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | ReplicatedEvent (name VarName)) WeaponFiring | |
![]() | SendToFiringState (byte FireModeNum )) | |
![]() | ServerReselectWeapon () | |
![]() | ServerStartFire (byte FireModeNum)) | |
![]() | ServerStartFire (byte FireModeNum )) Active | |
![]() | SetMuzzleFlashParams (ParticleSystemComponent PSC)) | |
![]() | SetPosition (UTPawn Holder)) | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | SetupArmsAnim ())) | |
![]() | SetWeaponOverlayFlags (UTPawn OwnerPawn)) | |
![]() | ShakeView ())) | |
![]() | bool | ShouldFireWithoutTarget ())) |
![]() | bool | ShouldLagRot ())) |
![]() | bool | ShouldLagRot ())) Active |
![]() | bool | ShouldSwitchTo (UTWeapon InWeapon)) |
![]() | bool | SplashJump ())) |
![]() | StartFire (byte FireModeNum)) | |
![]() | StartZoom (UTPlayerController PC)) | |
![]() | bool | StillFiring (byte FireMode)) |
![]() | StopFireEffects (byte FireModeNum)) | |
![]() | StopMuzzleFlash ())) | |
![]() | ThrottleLook (out float aTurn, out float aLookup) | |
![]() | TimeWeaponEquipping ())) | |
![]() | TimeWeaponPutDown ())) | |
![]() | bool | TryPutDown ())) |
![]() | bool | TryPutDown ())) WeaponEquipping |
![]() | WeaponEmpty ())) | |
![]() | WeaponEquipAborted ())) WeaponAbortEquip | |
![]() | WeaponPlaySound (SoundCue Sound, optional float NoiseLoudness)) | |
| States Summary |
|---|
| Active Source code |
|---|
|
simulated state Active |
| BeginFire, BeginState, ChangeVisibility, EndState, OnAnimEnd, PlayWeaponAnimation, ServerStartFire, ShouldLagRot |
| Inactive Source code |
|---|
auto simulated state Inactive /********************************************************************************************* * state Inactive * This state is the default state. It needs to make sure Zooming is reset when entering/leaving *********************************************************************************************/ |
| BeginState, bReadyToFire, EndState |
| WeaponAbortEquip Source code |
|---|
|
simulated state WeaponAbortEquip |
| BeginState, EndState, WeaponEquipAborted |
| WeaponEquipping Source code |
|---|
simulated state WeaponEquipping /********************************************************************************************* * state WeaponEquipping * This state is entered when a weapon is becomeing active (ie: Being brought up) *********************************************************************************************/ |
| BeginState, EndState, TryPutDown |
| WeaponFiring Source code |
|---|
simulated state WeaponFiring /********************************************************************************************* * State WeaponFiring * This is the default Firing State. It's performed on both the client and the server. *********************************************************************************************/ |
| BeginFire, BeginState, DenyClientWeaponSet, EndState, ReplicatedEvent |
| WeaponPuttingDown Source code |
|---|
|
simulated state WeaponPuttingDown |
| Activate, BeginState, bReadyToFire, EndState |
| Variables Detail |
|---|
How much error to add to each shot
Distance from target collision box to accept near miss when aiming help is enabled
Current ammo count
Ammo / Pickups / Inventory
recharge rate in ammo per second
The class of the attachment to spawn
whether to allow this weapon to fire by uncontrolled pawns
If true, weapon auto recharges ammo
This weapon can be used to destroy barricades
Whether should consider projectile acceleration when leading targets
if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)
Whether bots should consider this a spray/fast firing weapon
Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL
set for weapons that lock weapon rotation while firing, so bots know to retarget after each shot when shooting moving targets
Whether muzzleflash has been initialized
Set this to true if you want the flash to loop (for a rapid fire weapon like a minigun)
If true, this will will never accept a forwarded pending fire
If true, will be un-hidden on the next setPosition call.
If true, always show the muzzle flash even when the weapon is hidden.
If true, use smaller 1st person weapons
AI Hints
If true, this weapon is a super weapon. Super Weapons have longer respawn times a different
Animations and Sounds
Set for ProcessInstantHit based on whether aiminghelp was used for this shot
whether having this weapon in a weapon locker should generate a map check warning
If set to non-zero, this fire mode will zoom the weapon.
color to use when drawing the crosshair
Holds the image to use for the crosshair.
Locked indicator current scale
Most recently calculated rating
offset for dropped pickup mesh
Locked indicator final scale
camera anim to play when firing (for camera shakes)
position within inventory group. (used by prevweapon and nextweapon)
special offset when using hidden weapons, as we need to still place the weapon for e.g. attached beams
Replicated flag set when hitscan hits enemy
The weapon/inventory set, 0-9.
The final inventory weight. It's calculated in PostBeginPlay()
Used to decide whether to red color crosshair
Last Rotation update for this weapon
Last Rotation update time for this weapon
timeseconds when last fired
Holds the image to use for the crosshair.
Locked indicator scale time
Lock start time
Initial ammo count if in weapon locker
Weapon locker
Max ammo count
Limit for pitch lead
Limit for yaw lead
Holds the min. amount of reload time that has to pass before you can switch
Normal Fire and Alt Fire Templates
UTWeapon looks to set the color via a color parameter in the emitter
dynamic light
dynamic light class
Muzzle flash PSC and Templates
Normal Fire and Alt Fire Templates
Holds the name of the socket to attach a muzzle flash too
How far weapon was leading last tick
max lead amount last tick
rotation magnitude last tick
mesh for overlay - Each weapon will need to add its own overlay mesh in its default props
partial (less than 1) ammo charge
Adjust pivot of rotating pickup
Hint strings
The index in to the Quick Pick radial menu to use
Used to sort it within a group
Scaling faster for returning speed
Scaling faster for leading speed
Holds the amount of ammo used for a given shot
Locked indicator start scale
used when aborting a weapon switch (WeaponAbortEquip and WeaponAbortPutDown)
Percent (from right edge) of screen space taken by weapon on x axis.
Percent (from bottom edge) of screen space taken by weapon on y axis.
The Color used when drawing the Weapon's Name on the Hud
controller rumble to play when firing.
rotational offset only applied when in widescreen
Holds the fire mode num of the zoom
Sounds to play when zooming begins/ends/etc.
Sounds to play when zooming begins/ends/etc.
Animation to play when the weapon is Equipped
Animation to play when the weapon is fired
Animation to play when the weapon is Put Down
Offset from view center
additional offset applied when using small weapons
additional offset applied when using small weapons
Sound to play when the weapon is Equipped
Sound to play when the weapon is fired
Sound to play when the weapon is Put Down
How much to damp view bob
Target friction enabled?
How much to damp jump and land bob
How long the Muzzle Flash should be there
Max distance from edge of cylinder for adhesion to be valid
Max distance to allow adhesion to still kick in
Require the player to be moving for adhesion to kick in?
Min amount to scale for adhesive purposes
Min/Max amount to scale for adhesive purposes
Require the target to be moving for adhesion to kick in?
Max time to attempt adhesion to the friction target
Boost the Target Adhesion by this much when zoomed in
Interp curve that allows for piece wise functions for the TargetFrictionDistance amount at different ranges
Max distance allow for friction
Min distance for friction
Peak distance for friction
Min/Max friction multiplier applied when target acquired
Offset to apply to friction target location (aim for the chest, etc)
Amount of additional radius/height given to target cylinder when at peak distance
Boost the Target Friction by this much when zoomed in
When the weapon is zoomed in then the turn speed is reduced by this much
| Enumerations Detail |
|---|
Are we zoomed
| Functions Detail |
|---|
Activate Source code
Activate WeaponPuttingDown Source code
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 codeThis function is used to add ammo back to a weapon. It's called from the Inventory Manager
AdjustPlayerDamage Source codecalled every time owner takes damage while holding this weapon - used by shield gun
AdjustWeaponTimingForConsole Source codeAdjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
AllowSwitchTo Source codecalled on both Instigator's current weapon and its pending weapon (if they exist)
@return whether Instigator is allowed to switch to NewWeapon
AmmoMaxed Source codeReturns true if the ammo is maxed out
AttachMuzzleFlash Source codeCalled on a client, this function Attaches the WeaponAttachment to the Mesh.
AttachWeaponTo Source codeAttach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
@param who is the pawn to attach to
BeginFire Active Source codeWe override BeginFire() so that we can check for zooming
BeginFire WeaponFiring Source codeWe override BeginFire() so that we can check for zooming and/or empty weapons
BeginState Active Source codeInitialize the weapon as being active and ready to go.
BeginState Inactive Source code
BeginState WeaponAbortEquip Source code
BeginState WeaponEquipping Source codeWe want to being this state by setting up the timing and then notifying the pawn that the weapon has changed.
BeginState WeaponFiring Source code
BeginState WeaponPuttingDown Source code
BestMode Source codeBestMode() choose between regular or alt-fire
BotDesireability Source codetell the bot how much it wants this weapon pickup called when the bot is trying to decide which inventory pickup to go after next
bReadyToFire Source code
@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.
bReadyToFire Inactive Source code
@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.
bReadyToFire WeaponPuttingDown Source code
@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.
CalcInventoryWeight Source codeEach Weapon needs to have a unique InventoryWeight in order for weapon switching to work correctly. This function calculates that weight using the various inventory values
CanAttack Source codereturn false if out of range, can't see target, etc.
CanHeal Source codeCanHeal() used by bot AI should return true if this weapon is able to heal Other
CanThrow Source codeReturns true if this item can be thrown out.
CanViewAccelerationWhenFiring Source codeThis determines whether or not the Weapon can have ViewAcceleration when Firing.
CauseMuzzleFlash Source codeCauses the muzzle flash to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight Source codeCauses the muzzle flashlight to turn on
ChangeVisibility Source codeThis function is called from the pawn when the visibility of the weapon changes
ChangeVisibility Active Source code
CheckZoom Source codeWe Override beginfire to add support for zooming. Should only be called from BeginFire()
@param FireModeNum The current Firing Mode
@returns true we should abort the BeginFire call
ClientEndFire Source code
ClientWeaponSet Source code
ClientWeaponThrown Source code
ConsumeAmmo Source codeConsumes some of the ammo
CoversScreenSpace Source code
CreateOverlayMesh Source code
DenyClientWeaponSet WeaponFiring Source codeWhen we are in the firing state, don't allow for a pickup to switch the weapon
DenyPickupQuery Source code
DesireAmmo Source codeThis function retuns how much of the clip is empty.
Destroyed Source code
DetachMuzzleFlash Source codeRemove/Detach the muzzle flash components
DetachWeapon Source codeDetach weapon from skeletal mesh
@param SkeletalMeshComponent weapon is attached to.
DetourWeight Source code
DisplayDebug Source codelist important Weapon variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DrawKillIcon Source code
DrawLockedOn Source codeDraw the locked on symbol
DrawWeaponCrosshair Source codeDraw the Crosshairs
DropFrom Source code
EnableFriendlyWarningCrosshair Source code
EndFire Source codeWe Override endfire to add support for zooming
EndState Active Source code
EndState Inactive Source code
EndState WeaponAbortEquip Source code
EndState WeaponEquipping Source code
EndState WeaponFiring Source code
EndState WeaponPuttingDown Source code
EndZoom Source codeCalled when zooming ends
@param PC - cast of Instigator.Controller for convenience
EnsureWeaponOverlayComponentLast Source codeUtil that makes sure the overlay component is last in the AllComponents/Components array.
FireAmmunition Source codeDeactiveate Spawn Protection
FireHack Source code
FireOnRelease Source codetells AI that it needs to release the fire button for this weapon to do anything
FiringPutDownWeapon Source code
GetAmmoCount Source code
GetArmAnimNodeSeq Source code
GetEffectLocation Source code
@return the location + offset from which to spawn effects (primarily tracers)
GetEquipTime Source code
GetFireInterval Source codeReturns interval in seconds between each shot, for the firing state of FireModeNum firing mode.
@param FireModeNum fire mode
@return Period in seconds of firing mode
GetHand Source codeReturns the current Weapon Hand
GetOptimalRangeFor Source codeused by bot AI to get the optimal range for shooting Target can be called on friendly Targets if trying to heal it
GetOwnerName Source code
GetPhysicalFireStartLoc Source code
GetPowerPerc Source codeThis function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
@returns the percentage of power ( 1.0 - 0.0 )
GetViewAxes Source codePawn/Controller/View functions
GetWeaponRating Source codeReturns a weight reflecting the desire to use the given weapon, used for AI and player best weapon selection.
@param Weapon W
@return Weapon rating (range -1.f to 1.f)
GetZoomedState Source codeReturns true if we are currently zoomed
GivenTo 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
HasAnyAmmo Source codereturns true if this weapon has any ammo
HolderEnteredVehicle Source codecalled when Instigator enters a vehicle while we are its Weapon
InstantAimHelp Source codeLook for "near miss" of target within UTPC.AimHelpModifier() * AimingHelpRadius Return that target as a hit if it was a near miss
InstantFire Source codePerforms an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects. Network: Local Player and Server
InstantFireEndTrace Source code
@returns end trace position for instantfire()
InstantFireStartTrace Source code
@returns position of trace start for instantfire()
IsFullyCharged Source code
@return whether this is a charging weapon and is fully charged up
LagRot Source code
Loaded Source codeCheat Help function the loads out the weapon
@param bUseWeaponMax - [Optional] If true, this function will load out the weapon with the actual maximum, not 999
MuzzleFlashTimer Source codeTurns the MuzzleFlashlight off
NeedAmmo Source codeReturns true if the current ammo count is less than the default ammo count
OnAnimEnd Active Source code
PerformWeaponChange Source codeCalled when the pawn is changing weapons
PlayArmAnimation Source code
PlayFireEffects Source codePlayFireEffects Is the root function that handles all of the effects associated with a weapon. This function creates the 1st person effects. It should only be called on a locally controlled player.
PlayFiringSound Source codeTells the weapon to play a firing sound (uses CurrentFireMode)
PlayWeaponAnimation Source code
PlayWeaponAnimation Active Source code
PlayWeaponEquip Source codeShow the weapon begin equipped
PlayWeaponPutDown Source codeShow the weapon being put away
PostBeginPlay Source codeInitialize the weapon
PreloadTextures Source codeForce streamed textures to be loaded. Used to get MIPS streamed in before weapon comes up @PARAM bForcePreload if true causes streamed textures to be force loaded, if false, clears force loading
ProcessInstantHit Source code
ProjectileFire Source codeFires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server
ReadyToFire Source codeReadyToFire() called by NPC firing weapon. bFinished should only be true if called from the Finished() function
RefireCheckTimer Source code
ReplicatedEvent Source code
ReplicatedEvent WeaponFiring Source code
SendToFiringState Source codeDon't send a zoomed fire mode in to a firing state
ServerReselectWeapon Source codeThis function is called whenever you attempt to reselect the same weapon
ServerStartFire Source code
ServerStartFire Active Source code
SetMuzzleFlashParams Source codeAllows a child to setup custom parameters on the muzzle flash
SetPosition Source codeThis function aligns the gun model in the world
SetSkin Source codeMaterial control @Param NewMaterial The new material to apply or none to clear it
SetupArmsAnim Source code
SetWeaponOverlayFlags Source code
ShakeView Source codeplays view shake on the owning client only
ShouldFireWithoutTarget Source codecalled by AI when camping/defending return true if it is useful to fire this weapon even though bot doesn't have a target for example, a weapon that launches turrets or mines
ShouldLagRot Source code
@return whether the weapon's rotation is allowed to lag behind the holder's rotation
ShouldLagRot Active Source code
ShouldSwitchTo Source codereturns true if this weapon is currently lower priority than InWeapon used to determine whether to switch to InWeapon this is the server check, so don't check clientside settings (like weapon priority) here
SplashJump Source codereturn true if recommend jumping while firing to improve splash damage (by shooting at feet) true for R.L., for example
StartFire Source code
StartZoom Source codeCalled when zooming starts
@param PC - cast of Instigator.Controller for convenience
StillFiring Source code
StopFireEffects Source code
StopMuzzleFlash Source code
ThrottleLook Source codeAllow the weapon to adjust the turning speed of the pawn
@FIXME: Add support for validation on a server
@param aTurn The aTurn value from PlayerInput to throttle
@param aLookup The aLookup value from playerInput to throttle
TimeWeaponEquipping Source codeSets the timing for equipping a weapon. The WeaponEquipped event is trigged when expired
TimeWeaponPutDown Source codeSets the timing for putting a weapon down. The WeaponIsDown event is trigged when expired
TryPutDown Source codeWhen attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
TryPutDown WeaponEquipping Source code
WeaponEmpty Source codeCalled when the weapon runs out of ammo during firing
WeaponEquipAborted WeaponAbortEquip Source code
WeaponPlaySound Source code| Defaultproperties |
|---|
defaultproperties
{
bExportMenuData=True
bLeadTarget=True
bConsiderProjectileAcceleration=True
MaxAmmoCount=1
ShotCost(0)=1
ShotCost(1)=1
MinReloadPct(0)=0.600000
MinReloadPct(1)=0.600000
WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1'
EffectSockets(0)="MuzzleFlashSocket"
EffectSockets(1)="MuzzleFlashSocket"
IconX=458
IconY=83
IconWidth=31
IconHeight=45
IconCoordinates=(U=600.000000,V=341.000000,UL=111.000000,VL=58.000000)
CrossHairCoordinates=(U=192.000000,V=64.000000,UL=64.000000,VL=64.000000)
SimpleCrossHairCoordinates=(U=276.000000,V=84.000000,UL=22.000000,VL=25.000000)
CrosshairImage=Texture2D'UI_HUD.HUD.UTCrossHairs'
LockedCrossHairCoordinates=(U=406.000000,V=320.000000,UL=76.000000,VL=77.000000)
CurrentLockedScale=1.000000
StartLockedScale=2.000000
FinalLockedScale=1.000000
LockedScaleTime=0.150000
LastHitEnemyTime=-1000.000000
CrosshairColor=(B=255,G=255,R=255,A=255)
CrosshairScaling=1.000000
ZoomInSound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomIn_Cue'
ZoomOutSound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomOut_Cue'
PivotTranslation=(X=0.000000,Y=-25.000000,Z=0.000000)
QuickPickGroup=-1
WeaponFireAnim(0)="WeaponFire"
WeaponFireAnim(1)="WeaponFire"
ArmFireAnim(0)="WeaponFire"
ArmFireAnim(1)="WeaponFire"
WeaponPutDownAnim="WeaponPutDown"
ArmsPutDownAnim="WeaponPutDown"
WeaponEquipAnim="WeaponEquip"
ArmsEquipAnim="WeaponEquip"
WeaponIdleAnims(0)="WeaponIdle"
ArmIdleAnims(0)="WeaponIdle"
WeaponFireSnd(0)=None
WeaponFireSnd(1)=None
BobDamping=0.850000
JumpDamping=1.000000
MaxPitchLag=600.000000
MaxYawLag=800.000000
RotChgSpeed=3.000000
ReturnChgSpeed=3.000000
WeaponColor=(B=255,G=255,R=255,A=255)
WeaponCanvasXPct=0.350000
WeaponCanvasYPct=0.350000
MuzzleFlashSocket="MuzzleFlashSocket"
MuzzleFlashDuration=0.330000
SmallWeaponsOffset=(X=16.000000,Y=6.000000,Z=-6.000000)
WideScreenOffsetScaling=0.800000
WidescreenRotationOffset=(Pitch=900,Yaw=0,Roll=0)
HiddenWeaponsOffset=(X=0.000000,Y=-50.000000,Z=-50.000000)
ProjectileSpawnOffset=20.000000
LockerRotation=(Pitch=16384,Yaw=0,Roll=0)
LockerOffset=(X=0.000000,Y=0.000000,Z=-15.000000)
CurrentRating=0.500000
aimerror=525.000000
NeedToPickUpAnnouncement=(AnnouncementText="Grab the Super Weapon!")
AimingHelpRadius(0)=20.000000
AimingHelpRadius(1)=20.000000
AmmoRechargeRate=1.200000
ZoomedTurnSpeedScalePct=0.850000
TargetFrictionDistanceMin=320.000000
TargetFrictionDistancePeak=1500.000000
TargetFrictionDistanceMax=3000.000000
TargetFrictionDistanceCurve=(Points=(,(InVal=320.000000),(InVal=1500.000000,OutVal=1.000000),(InVal=3000.000000,OutVal=0.300000),(InVal=7000.000000)))
TargetFrictionMultiplierRange=(X=0.300000,Y=0.400000)
TargetFrictionPeakRadiusScale=1.000000
TargetFrictionPeakHeightScale=0.200000
TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=32.000000)
TargetFrictionZoomedBoostValue=0.250000
TargetAdhesionDistanceMax=2000.000000
TargetAdhesionAimDistY=128.000000
TargetAdhesionAimDistZ=96.000000
TargetAdhesionScaleRange=(X=0.300000,Y=2.850000)
TargetAdhesionZoomedBoostValue=0.250000
PrimaryFireHintString="triggers the primary fire of this weapon."
SecondaryFireHintString="triggers the alternate fire of this weapon."
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=0
WeaponFireTypes(0)=EWFT_InstantHit
WeaponFireTypes(1)=EWFT_InstantHit
FiringStatesArray(0)="WeaponFiring"
FiringStatesArray(1)="WeaponFiring"
WeaponProjectiles(0)=None
WeaponProjectiles(1)=None
FireInterval(0)=1.000000
FireInterval(1)=1.000000
Spread(0)=0.000000
Spread(1)=0.000000
InstantHitDamage(0)=0.000000
InstantHitDamage(1)=0.000000
InstantHitMomentum(0)=0.000000
InstantHitMomentum(1)=0.000000
InstantHitDamageTypes(0)=Class'Engine.DamageType'
InstantHitDamageTypes(1)=Class'Engine.DamageType'
EquipTime=0.450000
WeaponRange=22000.000000
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent'
bOverrideAttachmentOwnerVisibility=True
DepthPriorityGroup=SDPG_Foreground
bOnlyOwnerSee=True
CastShadow=False
Name="FirstPersonMesh"
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent'
End Object
Mesh=FirstPersonMesh
DefaultAnimSpeed=0.900000
MaxDesireability=0.500000
DroppedPickupClass=Class'UTGame.UTDroppedPickup'
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
bForceRefpose=1
bUpdateSkelWhenNotRendered=False
bIgnoreControllersWhenNotRendered=True
CullDistance=6000.000000
CachedCullDistance=6000.000000
bUseAsOccluder=False
CastShadow=False
bForceDirectLightMap=True
bCastDynamicShadow=False
Name="PickupMesh"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
MessageClass=Class'UTGame.UTPickupMessage'
Name="Default__UTWeapon"
ObjectArchetype=GameWeapon'GameFramework.Default__GameWeapon'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||