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UTGameContent.UTVWeap_CicadaMissileLauncher

Extends
UTVehicleWeapon
Modifiers
HideDropDown

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTVehicleWeapon
                  |   
                  +-- UTGameContent.UTVWeap_CicadaMissileLauncher

Variables Summary
floatAltCrosshairBounceInTime
floatAltCrosshairBounceOutTime
CHSlotCrosshairSlots[16]
SoundCueLockAcquiredSound
vectorLockedTargetVect
vectorLockPosition
ControllerRocketLoader
intRocketsLoaded
intTargetRotYaw
SoundCueWeaponLoadSnd
CicadaWeapon
floatAccelRate
floatLoadedFireTime
intMaxRockets
Inherited Variables from UTGame.UTVehicleWeapon
AimingTraceIgnoredActors, AimTraceRange, AltFireTriggerTags, AltImpactEffects, bCurrentlyZoomed, bDebugTurret, bIgnoreDownwardPitch, bIgnoreSocketPitchRotation, bPlaySoundFromSocket, BulletWhip, CurrentCrosshairScaling, DefaultAltImpactEffect, DefaultImpactEffect, FireTriggerTags, ImpactEffects, LastCorrectAimTime, LastInCorrectAimTime, MaxFinalAimAdjustment, MyVehicle, SeatIndex, VehicleClass
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

Structures Summary
CHSlot
u, v, ul, vl, xOfst, yOfst, gx, gy, FadeTime

Functions Summary
function BeginState (Name PreviousStateName))
WeaponLoadAmmo
functionbyte BestMode ()))
functionbool CanAttack (Actor Other))
WeaponLoadAmmo
functionbool CanHitDesiredTarget (vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint))
function CustomFire ()))
function DrawBrackets (UTHud H, float CX, float CY)
function DrawBrackets (UTHud H, float CX, float CY))
WeaponFiringLoad
function DrawBrackets (UTHud H, float CX, float CY))
WeaponLoadAmmo
function DrawLoadedCrosshair (Hud HUD ))
function DrawTarget (UTHud H)
function DrawTarget (UTHud H))
WeaponLoadAmmo
function DrawWeaponCrosshair (Hud HUD ))
WeaponFiringLoad
function DrawWeaponCrosshair (Hud HUD ))
WeaponLoadAmmo
function EndState (Name NextStateName))
WeaponFiringLoad
function EndState (Name NextStateName))
WeaponLoadAmmo
functionvector FindInitialTarget (bool bAdjustUp, vector AdjustLoc))
function FireLoadedRocket ()
function FireLoadedRocket ()))
WeaponFiringLoad
functionint GetAmmoCount ()))
function GetCrosshairScaling (Hud HUD))
WeaponLoadAmmo
functionbool IsAimCorrect ()))
functionbool IsFiring ()))
WeaponLoadAmmo
function LoadRocket ()))
WeaponLoadAmmo
functionProjectile ProjectileFire ()))
event RefireCheckTimer ()))
WeaponLoadAmmo
function SendToFiringState (byte FireModeNum)
WeaponFiringLoad
function SendToFiringState (byte FireModeNum))
WeaponLoadAmmo
function TimeLoadedFiring ()))
WeaponFiringLoad
functionbool TryPutdown ()))
WeaponLoadAmmo
function WeaponFireLoad ()))
WeaponLoadAmmo
Inherited Functions from UTGame.UTVehicleWeapon
Activate, AttachWeaponTo, BeginFire, CanHitDesiredTarget, DetachWeapon, DrawKillIcon, DrawTowingIndicator, DrawWeaponCrosshair, EndFire, EndZoom, GetAdjustedAim, GetCrosshairScaling, GetDesiredAimPoint, GetFireInterval, GetFireStartLocationAndRotation, GetFireTriggerTag, GetImpactEffect, GetMaxFinalAimAdjustment, GetPhysicalFireStartLoc, GetTraceOwner, GetZoomedState, InstantFireEndTrace, InstantFireStartTrace, IsAimCorrect, NotifyVehicleDeployed, NotifyVehicleUndeployed, PostBeginPlay, ProjectileFire, PutDownWeapon, ReplicatedEvent, ServerSetZoom, StartZoom, WeaponPlaySound
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
WeaponFiringLoad Source code
simulated state WeaponFiringLoad
DrawBrackets, DrawWeaponCrosshair, EndState, FireLoadedRocket, SendToFiringState, TimeLoadedFiring
WeaponLoadAmmo Source code
simulated state WeaponLoadAmmo
BeginState, CanAttack, DrawBrackets, DrawTarget, DrawWeaponCrosshair, EndState, GetCrosshairScaling, IsFiring, LoadRocket, RefireCheckTimer, SendToFiringState, TryPutdown, WeaponFireLoad


Variables Detail

AltCrosshairBounceInTime Source code

var float AltCrosshairBounceInTime;

AltCrosshairBounceOutTime Source code

var float AltCrosshairBounceOutTime;

CrosshairSlots[16] Source code

var CHSlot CrosshairSlots[16];

LockAcquiredSound Source code

var SoundCue LockAcquiredSound;
Sound Effect to play when Locking

LockedTargetVect Source code

var vector LockedTargetVect;
if bLocked, all missiles will home to this location

LockPosition Source code

var vector LockPosition;
position vehicle was at when lock was acquired

RocketLoader Source code

var Controller RocketLoader;
used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing

RocketsLoaded Source code

var int RocketsLoaded;
current number of rockets loaded

TargetRotYaw Source code

var int TargetRotYaw;

WeaponLoadSnd Source code

var SoundCue WeaponLoadSnd;
sound played when loading a rocket

CicadaWeapon

AccelRate Source code

var(CicadaWeapon) float AccelRate;
How fast should the rockets accelerate towards it's cross or away

LoadedFireTime Source code

var(CicadaWeapon) float LoadedFireTime;

MaxRockets Source code

var(CicadaWeapon) int MaxRockets;
maximum number of rockets that can be loaded


Structures Detail

CHSlot Source code

struct CHSlot
{
var float FadeTime;
var float gx;
var float gy;
var float u;
var float ul;
var float v;
var float vl;
var float xOfst;
var float yOfst;
};



Functions Detail

BeginState WeaponLoadAmmo Source code

simulated function BeginState ( Name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

CanAttack WeaponLoadAmmo Source code

function bool CanAttack ( Actor Other) )

CanHitDesiredTarget Source code

simulated function bool CanHitDesiredTarget ( vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint) )

CustomFire Source code

simulated function CustomFire ( ) )

DrawBrackets Source code

simulated function DrawBrackets ( UTHud H, float CX, float CY )

DrawBrackets WeaponFiringLoad Source code

simulated function DrawBrackets ( UTHud H, float CX, float CY) )

DrawBrackets WeaponLoadAmmo Source code

simulated function DrawBrackets ( UTHud H, float CX, float CY) )

DrawLoadedCrosshair Source code

simulated function DrawLoadedCrosshair ( Hud HUD ) )

DrawTarget Source code

simulated function DrawTarget ( UTHud H )

DrawTarget WeaponLoadAmmo Source code

simulated function DrawTarget ( UTHud H) )

DrawWeaponCrosshair WeaponFiringLoad Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

DrawWeaponCrosshair WeaponLoadAmmo Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

EndState WeaponFiringLoad Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponLoadAmmo Source code

simulated function EndState ( Name NextStateName) )

FindInitialTarget Source code

function vector FindInitialTarget ( bool bAdjustUp, vector AdjustLoc) )

FireLoadedRocket Source code

function FireLoadedRocket ( )

FireLoadedRocket WeaponFiringLoad Source code

simulated function FireLoadedRocket ( ) )

GetAmmoCount Source code

simulated function int GetAmmoCount ( ) )

GetCrosshairScaling WeaponLoadAmmo Source code

simulated function GetCrosshairScaling ( Hud HUD) )

IsAimCorrect Source code

simulated function bool IsAimCorrect ( ) )

IsFiring WeaponLoadAmmo Source code

simulated function bool IsFiring ( ) )

LoadRocket WeaponLoadAmmo Source code

simulated function LoadRocket ( ) )
Adds a rocket to the count and uses up some ammo. In addition, it plays a sound so that other pawns in the world can hear it.

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

RefireCheckTimer WeaponLoadAmmo Source code

simulated event RefireCheckTimer ( ) )
This is the timer event for each shot

SendToFiringState WeaponFiringLoad Source code

simulated function SendToFiringState ( byte FireModeNum )

SendToFiringState WeaponLoadAmmo Source code

simulated function SendToFiringState ( byte FireModeNum) )

TimeLoadedFiring WeaponFiringLoad Source code

simulated function TimeLoadedFiring ( ) )

TryPutdown WeaponLoadAmmo Source code

simulated function bool TryPutdown ( ) )

WeaponFireLoad WeaponLoadAmmo Source code

simulated function WeaponFireLoad ( ) )
Fire off a shot w/ effects


Defaultproperties

defaultproperties
{
   MaxRockets=16
   WeaponLoadSnd=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileLoad'
   AccelRate=1500.000000
   LoadedFireTime=0.100000
   LockAcquiredSound=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'
   AltCrosshairBounceInTime=0.500000
   AltCrosshairBounceOutTime=0.330000
   CrosshairSlots(0)=(U=24.000000,V=322.000000,UL=12.000000,VL=10.000000,xOfst=-24.000000,yOfst=-21.000000,gx=7.000000,gy=5.000000)
   CrosshairSlots(1)=(U=36.000000,V=322.000000,UL=-12.000000,VL=10.000000,xOfst=12.000000,yOfst=-21.000000,gx=5.000000,gy=5.000000)
   CrosshairSlots(2)=(U=24.000000,V=332.000000,UL=9.000000,VL=11.000000,xOfst=-24.000000,yOfst=-11.000000,gx=4.000000,gy=6.000000)
   CrosshairSlots(3)=(U=33.000000,V=332.000000,UL=-9.000000,VL=11.000000,xOfst=15.000000,yOfst=-11.000000,gx=5.000000,gy=6.000000)
   CrosshairSlots(4)=(U=24.000000,V=343.000000,UL=9.000000,VL=12.000000,xOfst=-24.000000,gx=4.000000,gy=6.000000)
   CrosshairSlots(5)=(U=33.000000,V=343.000000,UL=-9.000000,VL=12.000000,xOfst=15.000000,gx=5.000000,gy=6.000000)
   CrosshairSlots(6)=(U=24.000000,V=355.000000,UL=12.000000,VL=10.000000,xOfst=-24.000000,yOfst=12.000000,gx=7.000000,gy=5.000000)
   CrosshairSlots(7)=(U=36.000000,V=355.000000,UL=-12.000000,VL=10.000000,xOfst=12.000000,yOfst=12.000000,gx=5.000000,gy=5.000000)
   CrosshairSlots(8)=(U=36.000000,V=322.000000,UL=12.000000,VL=10.000000,xOfst=-12.000000,yOfst=-21.000000,gx=6.000000,gy=5.000000)
   CrosshairSlots(9)=(U=48.000000,V=322.000000,UL=-12.000000,VL=10.000000,yOfst=-21.000000,gx=7.000000,gy=5.000000)
   CrosshairSlots(10)=(U=33.000000,V=332.000000,UL=10.000000,VL=11.000000,xOfst=-14.000000,yOfst=-11.000000,gx=5.000000,gy=6.000000)
   CrosshairSlots(11)=(U=43.000000,V=332.000000,UL=-10.000000,VL=11.000000,xOfst=5.000000,yOfst=-11.000000,gx=6.000000,gy=6.000000)
   CrosshairSlots(12)=(U=33.000000,V=343.000000,UL=10.000000,VL=12.000000,xOfst=-14.000000,gx=5.000000,gy=6.000000)
   CrosshairSlots(13)=(U=33.000000,V=343.000000,UL=-9.000000,VL=12.000000,xOfst=5.000000,gx=5.000000,gy=6.000000)
   CrosshairSlots(14)=(U=36.000000,V=355.000000,UL=12.000000,VL=10.000000,xOfst=-12.000000,yOfst=12.000000,gx=6.000000,gy=6.000000)
   CrosshairSlots(15)=(U=48.000000,V=355.000000,UL=-12.000000,VL=10.000000,yOfst=12.000000,gx=7.000000,gy=6.000000)
   FireTriggerTags(0)="CicadaWeapon01"
   FireTriggerTags(1)="CicadaWeapon02"
   AltFireTriggerTags(0)="CicadaWeapon01"
   AltFireTriggerTags(1)="CicadaWeapon02"
   VehicleClass=Class'UTGameContent.UTVehicle_Cicada_Content'
   bFastRepeater=True
   WeaponFireSnd(0)=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_Fire'
   WeaponFireSnd(1)=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileEject'
   WeaponFireTypes(0)=EWFT_Custom
   FiringStatesArray(1)="WeaponLoadAmmo"
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_CicadaRocket'
   WeaponProjectiles(1)=Class'UTGameContent.UTProj_CicadaRocket'
   FireInterval(0)=0.250000
   FireInterval(1)=0.500000
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   ItemName="Cicada"
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTVWeap_CicadaMissileLauncher"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.717 - Created with UnCodeX