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UTGameContent.UTVWeap_LeviathanPrimary

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_LeviathanPrimary

Variables Summary
SoundCueAcquireSound
floatPaintTime
floatRechargeTime
vectorTargetLocation
floatTargetSlack
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 ))
WeaponRecharge
functionbool CanAttack (Actor Other))
function Charged ()))
WeaponRecharge
function ClientHasFired ()))
function EndState (Name NextStateName))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponRecharge
function FireWeapon ()))
WeaponBeamFiring
functionfloat GetMaxFinalAimAdjustment ()))
functionbool IsFiring ()))
WeaponBeamFiring
functionbool IsFiring ()))
WeaponRecharge
function NotifyVehicleDeployed ()))
function NotifyVehicleUndeployed ()))
functionProjectile ProjectileFire ()))
function SendToFiringState (byte FireModeNum ))
function ServerStartFire (byte FireModeNum))
function SetFlashLocation (vector HitLocation))
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
BeginState, EndState, FireWeapon, IsFiring, SetFlashLocation
WeaponRecharge Source code
simulated state WeaponRecharge
BeginState, Charged, EndState, IsFiring


Variables Detail

AcquireSound Source code

var SoundCue AcquireSound;
Ambient sound played while acquiring the target

PaintTime Source code

var float PaintTime;
the amount of time the same target must be kept for the shot to go off

RechargeTime Source code

var float RechargeTime;
How long after the shot does it take to recharge (should be the time of the effect)

TargetLocation Source code

var vector TargetLocation;
current target location

TargetSlack Source code

var float TargetSlack;
units/sec player can move their aim and not reset the paint timer


Functions Detail

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName ) )

BeginState WeaponRecharge Source code

simulated function BeginState ( Name PreviousStateName ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

Charged WeaponRecharge Source code

simulated function Charged ( ) )

ClientHasFired Source code

reliable client function ClientHasFired ( ) )

EndState WeaponBeamFiring Source code

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

EndState WeaponRecharge Source code

simulated function EndState ( Name NextStateName) )

FireWeapon WeaponBeamFiring Source code

function FireWeapon ( ) )

GetMaxFinalAimAdjustment Source code

simulated function float GetMaxFinalAimAdjustment ( ) )

IsFiring WeaponBeamFiring Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponRecharge Source code

simulated function bool IsFiring ( ) )

NotifyVehicleDeployed Source code

simulated function NotifyVehicleDeployed ( ) )

NotifyVehicleUndeployed Source code

simulated function NotifyVehicleUndeployed ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

SendToFiringState Source code

simulated function SendToFiringState ( byte FireModeNum ) )

ServerStartFire Source code

reliable server function ServerStartFire ( byte FireModeNum) )

SetFlashLocation WeaponBeamFiring Source code

simulated function SetFlashLocation ( vector HitLocation) )


Defaultproperties

defaultproperties
{
   PaintTime=2.000000
   RechargeTime=3.000000
   TargetSlack=50.000000
   FireTriggerTags(0)="DriverMF_L"
   FireTriggerTags(1)="DriverMF_R"
   VehicleClass=Class'UTGameContent.UTVehicle_Leviathan_Content'
   bCanDestroyBarricades=True
   bFastRepeater=True
   bZoomedFireMode(0)=0
   bZoomedFireMode(1)=1
   ZoomedTargetFOV=20.000000
   ZoomedRate=60.000000
   WeaponFireSnd(0)=SoundCue'A_Vehicle_leviathan.SoundCues.A_Vehicle_Leviathan_TurretFire'
   WeaponFireTypes(0)=EWFT_Projectile
   WeaponFireTypes(1)=EWFT_None
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_LeviathanBolt'
   FireInterval(0)=0.300000
   Spread(0)=0.015000
   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="Leviathan"
   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_LeviathanPrimary"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.857 - Created with UnCodeX