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UTGameContent.UTVWeap_ScavengerGun

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_ScavengerGun

Variables Summary
SoundCueBeginFireSound
class<Projectile>BlueBoltClass
floatConsoleLockAim
Texture2DCrossHairTexture
SoundCueEndFireSound
SoundCueFireAmbLoop
ActorLastCurrentTarget
floatLockAim
SoundCueLockOnSound
UTVehicle_ScavengerMyScavenger
ParticleSystemComponentTracer
ParticleSystemTracerTemplate
AudioComponentWeaponAmbientSound
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 ActiveRenderOverlays (HUD H ))
function CustomFire ()))
event Destroyed ()))
event EndState (name NextStateName))
WeaponFiring
functionclass<ProjectileGetProjectileClass ()))
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
event ReplicatedEvent (name VarName))
function SpawnTracer (vector EffectLocation, vector HitLocation))
function StartTracerSounds ()))
function StopTracerSounds ()))
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
WeaponFiring Source code
simulated state WeaponFiring
EndState


Variables Detail

BeginFireSound Source code

var SoundCue BeginFireSound;
Orb fires beam- non looping sound of initial fire

BlueBoltClass Source code

var class<Projectile> BlueBoltClass;
Projectile class for the blue scavenger bolt

ConsoleLockAim Source code

var float ConsoleLockAim;
angle for locking for lock targets when on Console

CrossHairTexture Source code

var Texture2D CrossHairTexture;

EndFireSound Source code

var SoundCue EndFireSound;
Orb stops beam- ending fire beam sound when loop stops

FireAmbLoop Source code

var SoundCue FireAmbLoop;
Orb fires beam- looping sound orb’s laser locked on enemy target

LastCurrentTarget Source code

var Actor LastCurrentTarget;

LockAim Source code

var float LockAim;
angle for locking for lock targets

LockOnSound Source code

var SoundCue LockOnSound;
Targeting icon appears and quickly zooms to the target

MyScavenger Source code

var UTVehicle_Scavenger MyScavenger;

Tracer Source code

var ParticleSystemComponent Tracer;

TracerTemplate Source code

var ParticleSystem TracerTemplate;

WeaponAmbientSound Source code

var AudioComponent WeaponAmbientSound;


Functions Detail

ActiveRenderOverlays Source code

simulated function ActiveRenderOverlays ( HUD H ) )

CustomFire Source code

simulated function CustomFire ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

EndState WeaponFiring Source code

simulated event EndState ( name NextStateName) )

GetProjectileClass Source code

function class<Projectile> GetProjectileClass ( ) )

ProcessInstantHit Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SpawnTracer Source code

simulated function SpawnTracer ( vector EffectLocation, vector HitLocation) )

StartTracerSounds Source code

simulated function StartTracerSounds ( ) )

StopTracerSounds Source code

simulated function StopTracerSounds ( ) )


Defaultproperties

defaultproperties
{
   CrossHairTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
   TracerTemplate=ParticleSystem'WP_AVRiL.Particles.P_WP_AVRiL_TargetBeam'
   BeginFireSound=SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStart_Cue'
   Begin Object Class=AudioComponent Name=WeaponAmbientSoundComponent ObjName=WeaponAmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireLoop_Cue'
      bStopWhenOwnerDestroyed=True
      bShouldRemainActiveIfDropped=True
      Name="WeaponAmbientSoundComponent"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   WeaponAmbientSound=WeaponAmbientSoundComponent
   EndFireSound=SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_OrbFireStop_Cue'
   LockAim=0.930000
   ConsoleLockAim=0.900000
   LockOnSound=SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_TargetLock_Cue'
   BlueBoltClass=Class'UTGameContent.UTProj_ScavengerBoltBlue'
   FireTriggerTags(0)="MantaWeapon01"
   FireTriggerTags(1)="MantaWeapon02"
   MaxFinalAimAdjustment=0.966000
   bIgnoreSocketPitchRotation=True
   VehicleClass=Class'UTGameContent.UTVehicle_Scavenger_Content'
   bLeadTarget=False
   bFastRepeater=True
   WeaponFireTypes(0)=EWFT_Custom
   WeaponFireTypes(1)=EWFT_None
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_ScavengerBolt'
   FireInterval(0)=0.200000
   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="Scavenger"
   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
   Components(0)=WeaponAmbientSoundComponent
   Name="Default__UTVWeap_ScavengerGun"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.997 - Created with UnCodeX