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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 | |
|---|---|
| float | AltCrosshairBounceInTime |
| float | AltCrosshairBounceOutTime |
| CHSlot | CrosshairSlots[16] |
| SoundCue | LockAcquiredSound |
| vector | LockedTargetVect |
| vector | LockPosition |
| Controller | RocketLoader |
| int | RocketsLoaded |
| int | TargetRotYaw |
| SoundCue | WeaponLoadSnd |
| CicadaWeapon | |
| float | AccelRate |
| float | LoadedFireTime |
| int | MaxRockets |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Structures Summary | ||
|---|---|---|
| CHSlot u, v, ul, vl, xOfst, yOfst, gx, gy, FadeTime | ||
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) WeaponLoadAmmo | |
![]() | byte | BestMode ())) |
![]() | bool | CanAttack (Actor Other)) WeaponLoadAmmo |
![]() | bool | CanHitDesiredTarget (vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint)) |
![]() | CustomFire ())) | |
![]() | DrawBrackets (UTHud H, float CX, float CY) | |
![]() | DrawBrackets (UTHud H, float CX, float CY)) WeaponFiringLoad | |
![]() | DrawBrackets (UTHud H, float CX, float CY)) WeaponLoadAmmo | |
![]() | DrawLoadedCrosshair (Hud HUD )) | |
![]() | DrawTarget (UTHud H) | |
![]() | DrawTarget (UTHud H)) WeaponLoadAmmo | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponFiringLoad | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponLoadAmmo | |
![]() | EndState (Name NextStateName)) WeaponFiringLoad | |
![]() | EndState (Name NextStateName)) WeaponLoadAmmo | |
![]() | vector | FindInitialTarget (bool bAdjustUp, vector AdjustLoc)) |
![]() | FireLoadedRocket () | |
![]() | FireLoadedRocket ())) WeaponFiringLoad | |
![]() | int | GetAmmoCount ())) |
![]() | GetCrosshairScaling (Hud HUD)) WeaponLoadAmmo | |
![]() | bool | IsAimCorrect ())) |
![]() | bool | IsFiring ())) WeaponLoadAmmo |
![]() | LoadRocket ())) WeaponLoadAmmo | |
![]() | Projectile | ProjectileFire ())) |
![]() | RefireCheckTimer ())) WeaponLoadAmmo | |
![]() | SendToFiringState (byte FireModeNum) WeaponFiringLoad | |
![]() | SendToFiringState (byte FireModeNum)) WeaponLoadAmmo | |
![]() | TimeLoadedFiring ())) WeaponFiringLoad | |
![]() | bool | TryPutdown ())) WeaponLoadAmmo |
![]() | WeaponFireLoad ())) WeaponLoadAmmo | |
| 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 |
|---|
Sound Effect to play when Locking
if bLocked, all missiles will home to this location
position vehicle was at when lock was acquired
used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing
current number of rockets loaded
sound played when loading a rocket
How fast should the rockets accelerate towards it's cross or away
maximum number of rockets that can be loaded
| Structures Detail |
|---|
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
BestMode Source code
CanAttack WeaponLoadAmmo Source code
CanHitDesiredTarget Source code
CustomFire Source code
DrawBrackets Source code
DrawBrackets WeaponFiringLoad Source code
DrawBrackets WeaponLoadAmmo Source code
DrawLoadedCrosshair Source code
DrawTarget Source code
DrawTarget WeaponLoadAmmo Source code
DrawWeaponCrosshair WeaponFiringLoad Source code
DrawWeaponCrosshair WeaponLoadAmmo Source code
EndState WeaponFiringLoad Source code
EndState WeaponLoadAmmo Source code
FindInitialTarget Source code
FireLoadedRocket Source code
FireLoadedRocket WeaponFiringLoad Source code
GetAmmoCount Source code
GetCrosshairScaling WeaponLoadAmmo Source code
IsAimCorrect Source code
IsFiring WeaponLoadAmmo Source code
LoadRocket WeaponLoadAmmo Source codeAdds 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
RefireCheckTimer WeaponLoadAmmo Source codeThis is the timer event for each shot
SendToFiringState WeaponFiringLoad Source code
SendToFiringState WeaponLoadAmmo Source code
TimeLoadedFiring WeaponFiringLoad Source code
TryPutdown WeaponLoadAmmo Source code
WeaponFireLoad WeaponLoadAmmo Source codeFire 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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