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UTGameContent.UTVWeap_DarkWalkerTurret

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_DarkWalkerTurret

Variables Summary
boolbFromTimer
floatFireTime
floatMaxZoomDist
floatMaxZoomFOV
floatMinZoomDist
floatMinZoomFOV
array<UTPawn>RecentHitPawns
floatRechargeTime
MaterialImpactEffectVehicleHitEffect
UTVWeap_DarkWalkerTurret
floatZoomInInterpSpeed
floatZoomOutInterpSpeed
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

Functions Summary
function BeginState (Name PreviousStateName ))
WeaponBeamFiring
function BeginState (Name PreviousStateName ))
WeaponBeamRecharging
function ClientStopBeamFiring ()
function ClientStopBeamFiring ()))
WeaponBeamFiring
function EndFire (byte FireModeNum))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponBeamFiring
function EndState (Name PreviousStateName ))
WeaponBeamRecharging
function FiringDone ()))
WeaponBeamFiring
functionMaterialImpactEffect GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum))
eventfloat GetPowerPerc ()))
eventfloat GetPowerPerc ()))
WeaponBeamFiring
eventfloat GetPowerPerc ()))
WeaponBeamRecharging
functionbool IsFiring ()))
WeaponBeamFiring
functionbool IsFiring ()))
WeaponBeamRecharging
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
WeaponBeamFiring
function RechargeDone ()))
WeaponBeamRecharging
function RefireCheckTimer ()))
WeaponBeamFiring
function StopBeamFiring ()
function StopBeamFiring ()))
WeaponBeamFiring
function Tick (float DeltaTime))
WeaponBeamFiring
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
WeaponBeamFiring Source code
simulated state WeaponBeamFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, ClientStopBeamFiring, EndFire, EndState, FiringDone, GetPowerPerc, IsFiring, ProcessInstantHit, RefireCheckTimer, StopBeamFiring, Tick
WeaponBeamRecharging Source code
simulated state WeaponBeamRecharging
BeginState, EndState, GetPowerPerc, IsFiring, RechargeDone


Variables Detail

bFromTimer Source code

var bool bFromTimer;

FireTime Source code

var float FireTime;

MaxZoomDist Source code

var float MaxZoomDist;

MaxZoomFOV Source code

var float MaxZoomFOV;

MinZoomDist Source code

var float MinZoomDist;

MinZoomFOV Source code

var float MinZoomFOV;

RecentHitPawns Source code

var array<UTPawn> RecentHitPawns;
UTPawns the beam hit within the last FireInterval - don't allow damaging this again until the full FireInterval expires (instead of per tick) so that players with superhealth or armor can escape a beam that sweeps over them

RechargeTime Source code

var float RechargeTime;

VehicleHitEffect Source code

var MaterialImpactEffect VehicleHitEffect;

UTVWeap_DarkWalkerTurret

ZoomInInterpSpeed Source code

var(UTVWeap_DarkWalkerTurret) protected float ZoomInInterpSpeed;
interpolation speeds for zoom in/out when firing

ZoomOutInterpSpeed Source code

var(UTVWeap_DarkWalkerTurret) protected float ZoomOutInterpSpeed;


Functions Detail

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName ) )

BeginState WeaponBeamRecharging Source code

simulated function BeginState ( Name PreviousStateName ) )

ClientStopBeamFiring Source code

reliable client function ClientStopBeamFiring ( )

ClientStopBeamFiring WeaponBeamFiring Source code

reliable client function ClientStopBeamFiring ( ) )

EndFire WeaponBeamFiring Source code

simulated function EndFire ( byte FireModeNum) )

EndState WeaponBeamFiring Source code

simulated function EndState ( Name NextStateName) )
When leaving the state, shut everything down

EndState WeaponBeamRecharging Source code

simulated function EndState ( Name PreviousStateName ) )

FiringDone WeaponBeamFiring Source code

simulated function FiringDone ( ) )
In this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()

GetImpactEffect Source code

simulated static function MaterialImpactEffect GetImpactEffect ( Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

GetPowerPerc WeaponBeamFiring Source code

simulated event float GetPowerPerc ( ) )

GetPowerPerc WeaponBeamRecharging Source code

simulated event float GetPowerPerc ( ) )

IsFiring WeaponBeamFiring Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponBeamRecharging Source code

simulated function bool IsFiring ( ) )

ProcessInstantHit WeaponBeamFiring Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

RechargeDone WeaponBeamRecharging Source code

simulated function RechargeDone ( ) )

RefireCheckTimer WeaponBeamFiring Source code

simulated function RefireCheckTimer ( ) )

StopBeamFiring Source code

function StopBeamFiring ( )

StopBeamFiring WeaponBeamFiring Source code

function StopBeamFiring ( ) )

Tick WeaponBeamFiring Source code

simulated function Tick ( float DeltaTime) )
Update the beam and handle the effects


Defaultproperties

defaultproperties
{
   FireTime=1.500000
   RechargeTime=1.500000
   VehicleHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact_Damage')
   ZoomInInterpSpeed=6.000000
   ZoomOutInterpSpeed=3.000000
   MinZoomFOV=55.000000
   MaxZoomFOV=22.000000
   MinZoomDist=1200.000000
   MaxZoomDist=7000.000000
   FireTriggerTags(0)="MainTurretFire"
   DefaultImpactEffect=(ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact')
   VehicleClass=Class'UTGameContent.UTVehicle_DarkWalker_Content'
   AmmoDisplayType=EAWDS_BarGraph
   ZoomedTargetFOV=22.000000
   WeaponFireSnd(0)=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamCue'
   AimingHelpRadius(0)=60.000000
   WeaponFireTypes(1)=EWFT_None
   FiringStatesArray(0)="WeaponBeamFiring"
   FireInterval(0)=0.400000
   InstantHitDamage(0)=120.000000
   InstantHitMomentum(0)=60000.000000
   InstantHitDamageTypes(0)=Class'UTGameContent.UTDmgType_DarkWalkerTurretBeam'
   bInstantHit=True
   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="DarkWalker"
   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_DarkWalkerTurret"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.787 - Created with UnCodeX