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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
|
+-- UTGameContent.UTWeap_BioRifle_Content
| Variables Summary | |
|---|---|
| float | AdditionalCoolDownTime |
| name | ArmsChargeAnim |
| ParticleSystemComponent | ChargingSystem |
| float | CoolDownTime |
| int | CurrentFireAnim |
| int | GlobStrength |
| int | MaxGlobStrength |
| array<name> | PrimaryArmAnims |
| array<name> | PrimaryFireAnims |
| name | WeaponChargeAnim |
| SoundCue | WeaponLoadSnd |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) WeaponLoadAmmo | |
![]() | byte | BestMode ())) |
![]() | bool | CanViewAccelerationWhenFiring ())) WeaponLoadAmmo |
![]() | EndFire (byte FireModeNum)) WeaponLoadAmmo | |
![]() | EndState (name NextStateName)) WeaponCoolDown | |
![]() | EndState (Name NextStateName)) WeaponLoadAmmo | |
![]() | Rotator | GetAdjustedAim (vector StartFireLoc )) |
![]() | float | GetAIRating ())) |
![]() | float | GetPowerPerc ())) |
![]() | float | GetPowerPerc ())) WeaponLoadAmmo |
![]() | IncreaseGlobStrength ())) WeaponLoadAmmo | |
![]() | bool | IsFiring ())) WeaponLoadAmmo |
![]() | bool | IsFullyCharged ())) WeaponLoadAmmo |
![]() | PlayFireEffects (byte FireModeNum, optional vector HitLocation )) | |
![]() | PlayFiringSound ())) | |
![]() | PostBeginPlay ())) | |
![]() | Projectile | ProjectileFire ())) |
![]() | RefireCheckTimer ())) WeaponLoadAmmo | |
![]() | SendToFiringState (byte FireModeNum )) WeaponLoadAmmo | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | bool | TryPutdown ())) WeaponLoadAmmo |
![]() | WeaponCooled ())) | |
![]() | WeaponCooled ())) WeaponCoolDown | |
![]() | WeaponEmpty () WeaponLoadAmmo | |
![]() | WeaponFireLoad ())) WeaponLoadAmmo | |
| States Summary |
|---|
| WeaponCoolDown Source code |
|---|
|
simulated state WeaponCoolDown |
| EndState, WeaponCooled |
| WeaponLoadAmmo Source code |
|---|
simulated state WeaponLoadAmmo /********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's * similar to the firing state *********************************************************************************************/ |
| BeginState, CanViewAccelerationWhenFiring, EndFire, EndState, GetPowerPerc, IncreaseGlobStrength, IsFiring, IsFullyCharged, RefireCheckTimer, SendToFiringState, TryPutdown, WeaponEmpty, WeaponFireLoad |
| Variables Detail |
|---|
the primary fire animation currently playing
maximum number of globs we can load for one shot
arm animations corresponding to above
Array of all the animations for the various primary fires
| Functions Detail |
|---|
BeginState WeaponLoadAmmo Source codeInitialize the loadup
BestMode Source code
CanViewAccelerationWhenFiring WeaponLoadAmmo Source codeThis determines whether or not the Weapon can have ViewAcceleration when Firing. When you are FULLY charged up and running around the level looking for someone to Glob, you need to be able to view accelerate
EndFire WeaponLoadAmmo Source codeWe need to override EndFire so that we can correctly fire off the current load if we have any.
EndState WeaponCoolDown Source code
EndState WeaponLoadAmmo Source codeInsure that the GlobStrength is 1 when we leave this state
GetAdjustedAim Source codeGetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.
GetAIRating Source code
GetPowerPerc Source codeHud/Crosshairs
GetPowerPerc WeaponLoadAmmo Source code
IncreaseGlobStrength 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 here it.
IsFiring WeaponLoadAmmo Source code
IsFullyCharged WeaponLoadAmmo Source code
PlayFireEffects Source code
PlayFiringSound Source codeTells the weapon to play a firing sound (uses CurrentFireMode)
PostBeginPlay Source code
ProjectileFire Source codeTake the projectile spawned and if it's the proper type, adjust it's strength and speed
RefireCheckTimer WeaponLoadAmmo Source codeThis is the timer event for each shot
SendToFiringState WeaponLoadAmmo Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
TryPutdown WeaponLoadAmmo Source code
WeaponCooled Source code
WeaponCooled WeaponCoolDown Source code
WeaponEmpty WeaponLoadAmmo Source code
WeaponFireLoad WeaponLoadAmmo Source codeFire off a shot w/ effects
| Defaultproperties |
|---|
defaultproperties
{
MaxGlobStrength=10
GlobStrength=1
WeaponLoadSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltChamber_Cue'
CoolDowntime=0.330000
PrimaryFireAnims(0)="WeaponFire1"
PrimaryFireAnims(1)="WeaponFire2"
PrimaryFireAnims(2)="WeaponFire3"
PrimaryArmAnims(0)="WeaponFire1"
PrimaryArmAnims(1)="WeaponFire2"
PrimaryArmAnims(2)="WeaponFire3"
Begin Object Class=ParticleSystemComponent Name=ChargePart ObjName=ChargePart Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
Template=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_MF'
bAutoActivate=False
DepthPriorityGroup=SDPG_Foreground
Name="ChargePart"
ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
End Object
ChargingSystem=ChargePart
WeaponChargeAnim="WeaponAltCharge"
ArmsChargeAnim="WeaponAltCharge"
AmmoCount=25
LockerAmmoCount=50
MaxAmmoCount=50
IconX=382
IconY=82
IconWidth=27
IconHeight=42
IconCoordinates=(V=399.000000,UL=128.000000,VL=62.000000)
CrossHairCoordinates=(V=0.000000)
InventoryGroup=3
AttachmentClass=Class'UTGame.UTAttachment_BioRifle'
GroupWeight=0.510000
QuickPickGroup=1
QuickPickWeight=0.800000
WeaponFireAnim(0)="WeaponFire1"
WeaponFireAnim(1)="WeaponAltFire"
ArmFireAnim(0)="WeaponFire1"
ArmFireAnim(1)="WeaponAltFire"
ArmsAnimSet=AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Arms'
WeaponFireSnd(0)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireMain_Cue'
WeaponFireSnd(1)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltLarge_Cue'
WeaponFireSnd(2)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltSmall_Cue'
WeaponPutDownSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Lower_Cue'
WeaponEquipSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Raise_Cue'
WeaponColor=(B=64,G=255,R=64,A=255)
MuzzleFlashSocket="Bio_MF"
MuzzleFlashPSCTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_MF'
PlayerViewOffset=(X=-1.000000,Y=-2.000000,Z=0.000000)
LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
CurrentRating=0.550000
WeaponFireTypes(0)=EWFT_Projectile
FiringStatesArray(1)="WeaponLoadAmmo"
WeaponProjectiles(0)=Class'UTGameContent.UTProj_BioShot'
WeaponProjectiles(1)=Class'UTGameContent.UTProj_BioGlob'
FireInterval(0)=0.350000
FireInterval(1)=0.350000
EquipTime=0.800000
FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000)
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
FOV=60.000000
SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_1P'
Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
Name="MeshSequenceA"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
End Object
Animations=AnimNodeSequence'UTGameContent.Default__UTWeap_BioRifle_Content:MeshSequenceA'
AnimSets(0)=AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Base'
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Priority=3.100000
AIRating=0.550000
ItemName="Bio Rifle"
MaxDesireability=0.750000
PickupMessage="Bio Rifle"
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_CGBio_Cue'
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Components(0)=ChargePart
DrawScale3D=(X=1.000000,Y=1.050000,Z=1.000000)
Name="Default__UTWeap_BioRifle_Content"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}
|
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