| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
|
+-- UTGame.UTWeap_ImpactHammer
| Variables Summary | |
|---|---|
| ParticleSystem | AltHitEffect |
| float | AutoFireRange |
| actor | AutoHitActor |
| bool | bIsCurrentlyCharging |
| MaterialInstanceConstant | BloodMIC |
| name | ChargeAnim |
| particlesystem | ChargeEffect[2] |
| name | ChargeIdleAnim |
| float | ChargeTime |
| float | EMPDamage |
| SoundCue | ImpactJumpSound |
| CameraAnim | ImpactKillCameraAnim |
| float | MaxChargeTime |
| float | MaxDamage |
| float | MaxForce |
| float | MinChargeTime |
| float | MinDamage |
| float | MinForce |
| float | MinSelfDamage |
| int | PowerLevel |
| float | SelfDamageScale |
| float | SelfForceScale |
| SoundCue | WeaponChargeSnd |
| SoundCue | WeaponEMPChargeSnd |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)) | |
![]() | BeginFire (byte FireModeNum)) WeaponChargeUp | |
![]() | BeginState (name PreviousStateName)) Active | |
![]() | BeginState (Name PreviousStateName)) WeaponChargeUp | |
![]() | BeginState (Name PreviousStateName)) WeaponRecharge | |
![]() | byte | BestMode ())) |
![]() | float | CalcAim (Pawn P, Pawn Target)) |
![]() | ClientAutoFire ())) | |
![]() | EndFire (byte FireModeNum)) WeaponChargeUp | |
![]() | EndState (Name NextStateName)) WeaponChargeUp | |
![]() | EndState (name NextStateName)) WeaponRecharge | |
![]() | rotator | GetAdjustedAim (vector StartFireLoc)) |
![]() | float | GetAIRating ())) |
![]() | float | GetPowerPerc ())) |
![]() | float | GetPowerPerc ())) WeaponChargeUp |
![]() | GivenTo (Pawn ThisPawn, optional bool bDoNotActivate)) | |
![]() | bool | HasAmmo (byte FireModeNum, optional int Amount )) |
![]() | bool | HasAnyAmmo ())) |
![]() | ImpactAutoFire ())) | |
![]() | ImpactFire ())) | |
![]() | InstantFire ())) | |
![]() | bool | IsFiring ())) WeaponChargeUp |
![]() | bool | IsFiring ())) WeaponRecharge |
![]() | PlayImpactEffect (byte FiringMode, ImpactInfo Impact)) | |
![]() | ProcessInstantHit (byte FiringMode, ImpactInfo Impact )) | |
![]() | Recharged ())) WeaponRecharge | |
![]() | ResetFireMode ())) WeaponRecharge | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | StopFireEffects (byte FireModeNum) | |
![]() | Tick (float DeltaTime)) WeaponChargeUp | |
![]() | bool | TryPutdown ())) WeaponChargeUp |
![]() | bool | TryPutdown ())) WeaponRecharge |
| States Summary |
|---|
| Active Source code |
|---|
|
simulated state Active |
| BeginState |
| WeaponChargeUp Source code |
|---|
simulated state WeaponChargeUp extends Active/********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's * similar to the firing state *********************************************************************************************/ |
| BeginFire, BeginState, EndFire, EndState, GetPowerPerc, IsFiring, Tick, TryPutdown |
| WeaponRecharge Source code |
|---|
|
simulated state WeaponRecharge |
| BeginState, EndState, IsFiring, Recharged, ResetFireMode, TryPutdown |
| Variables Detail |
|---|
auto fire range
This is the actor that was hit automatically
currently charging hammer
The charging animations
This holds when the hammer began charging
Max damage done to vehicle by EMP (alt-fire)
Sound played when you take damage from your own hammer
played when target is killed by hammer
How long does it take for a full charge
Each shot will have at least this amount of charge
The sound that plays while charging
The sound that plays while charging EMP
| Functions Detail |
|---|
AttachWeaponTo Source code
BeginFire WeaponChargeUp Source code
BeginState Active Source code
BeginState WeaponChargeUp Source code
BeginState WeaponRecharge Source code
BestMode Source code
CalcAim Source codefigure out how close P is to aiming at the center of Target
@return the cosine of the angle of P's aim
ClientAutoFire Source code
EndFire WeaponChargeUp Source code
EndState WeaponChargeUp Source codeClear Timers / Sounds
EndState WeaponRecharge Source code
GetAdjustedAim Source code
GetAIRating Source code
GetPowerPerc Source code
GetPowerPerc WeaponChargeUp Source code
GivenTo Source code
HasAmmo Source code
HasAnyAmmo Source code
ImpactAutoFire Source code
ImpactFire Source code
InstantFire Source code
IsFiring WeaponChargeUp Source code
IsFiring WeaponRecharge Source code
PlayImpactEffect Source code
ProcessInstantHit Source code
Recharged WeaponRecharge Source code
ResetFireMode WeaponRecharge Source codeneed to make sure fire mode is set to a unique value so we can be sure it gets replicated again when we start charging again
SetSkin Source code
StopFireEffects Source code
Tick WeaponChargeUp Source code
TryPutdown WeaponChargeUp Source code
TryPutdown WeaponRecharge Source code| Defaultproperties |
|---|
defaultproperties { MinDamage=20.000000 MaxDamage=140.000000 MinForce=40000.000000 MaxForce=100000.000000 MinSelfDamage=8.000000 SelfForceScale=-1.200000 SelfDamageScale=0.300000 ChargeAnim="weaponcharge" ChargeIdleAnim="weaponchargedidle" MaxChargeTime=2.500000 MinChargeTime=1.000000 WeaponChargeSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireLoop_Cue' WeaponEMPChargeSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFireLoop_Cue' ImpactJumpSound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireBodyThrow_Cue' AutoFireRange=110.000000 EMPDamage=150.000000 ChargeEffect(0)=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Charge_Primary' ChargeEffect(1)=ParticleSystem'WP_ImpactHammer.Particles.P_WP_Impact_Charge_Secondary' AltHitEffect=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit_Impact' ImpactKillCameraAnim=CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near' bMuzzleFlashPSCLoops=True bFastRepeater=True bTargetFrictionEnabled=True bTargetAdhesionEnabled=True MaxAmmoCount=5 ShotCost(0)=0 FireCameraAnim(0)=CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Primary_Fire_Shake' FireCameraAnim(1)=CameraAnim'Camera_FX.ImpactHammer.C_WP_ImpactHammer_Alt_Fire_Shake' IconCoordinates=(U=453.000000,V=327.000000,UL=135.000000,VL=57.000000) CrossHairCoordinates=(U=64.000000,V=0.000000) InventoryGroup=1 AmmoDisplayType=EAWDS_None AttachmentClass=Class'UTGame.UTAttachment_ImpactHammer' GroupWeight=0.700000 WeaponFireAnim(2)="WeaponFire" WeaponFireAnim(3)="WeaponFire" ArmFireAnim(2)="WeaponFire" ArmFireAnim(3)="WeaponFire" ArmsAnimSet=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Arms' WeaponFireSnd(0)=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltFire_Cue' WeaponFireSnd(1)=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_AltImpact_Cue' WeaponPutDownSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Lower_Cue' WeaponEquipSnd=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_Raise_Cue' WeaponColor=(B=128,G=255,R=255,A=255) WeaponCanvasXPct=0.450000 WeaponCanvasYPct=0.450000 MuzzleFlashPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit' MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit' SmallWeaponsOffset=(X=12.000000,Y=6.000000,Z=-6.000000) CurrentRating=0.450000 TargetFrictionDistanceMin=64.000000 TargetFrictionDistancePeak=128.000000 TargetFrictionDistanceMax=200.000000 WeaponFireTypes(2)=EWFT_None WeaponFireTypes(3)=EWFT_None FiringStatesArray(0)="WeaponChargeUp" FiringStatesArray(1)="WeaponChargeUp" FireInterval(0)=1.100000 FireInterval(1)=1.100000 FireInterval(2)=1.100000 FireInterval(3)=1.100000 Spread(2)=0.000000 InstantHitDamage(0)=10.000000 InstantHitDamage(1)=10.000000 InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_ImpactHammer' InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_EMP' InstantHitDamageTypes(2)=None InstantHitDamageTypes(3)=Class'UTGame.UTDmgType_ImpactHammer' FireOffset=(X=20.000000,Y=0.000000,Z=0.000000) bCanThrow=False bInstantHit=True bMeleeWeapon=True WeaponRange=110.000000 Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' FOV=75.000000 SkeletalMesh=SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_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'UTGame.Default__UTWeap_ImpactHammer:MeshSequenceA' AnimSets(0)=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_1P_Base' Materials(0)=Material'WP_ImpactHammer.Materials.M_WP_ImpactHammer_Base' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Priority=1.000000 AIRating=0.350000 ItemName="Impact Hammer" PickupMessage="Impact Hammer" Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTWeap_ImpactHammer" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||