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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- UDKBase.UDKWeapon | +-- UTGame.UTWeapon | +-- UTGame.UTVehicleWeapon | +-- UTGameContent.UTVWeap_CicadaMissileLauncher
Variables Summary | |
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float | AltCrosshairBounceInTime |
float | AltCrosshairBounceOutTime |
CHSlot | CrosshairSlots[16] |
SoundCue | LockAcquiredSound |
vector | LockedTargetVect |
vector | LockPosition |
Controller | RocketLoader |
int | RocketsLoaded |
int | TargetRotYaw |
SoundCue | WeaponLoadSnd |
CicadaWeapon | |
float | AccelRate |
float | LoadedFireTime |
int | MaxRockets |
Enumerations Summary |
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Inherited Enumerations from UTGame.UTWeapon |
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AmmoWidgetDisplayStyle, EZoomState |
Structures Summary | ||
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CHSlot u, v, ul, vl, xOfst, yOfst, gx, gy, FadeTime |
Functions Summary | ||
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![]() | BeginState (Name PreviousStateName)) WeaponLoadAmmo | |
![]() | byte | BestMode ())) |
![]() | bool | CanAttack (Actor Other)) WeaponLoadAmmo |
![]() | bool | CanHitDesiredTarget (vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint)) |
![]() | CustomFire ())) | |
![]() | DrawBrackets (UTHudBase H, float CX, float CY) | |
![]() | DrawBrackets (UTHudBase H, float CX, float CY)) WeaponFiringLoad | |
![]() | DrawBrackets (UTHudBase H, float CX, float CY)) WeaponLoadAmmo | |
![]() | DrawLoadedCrosshair (Hud HUD )) | |
![]() | DrawTarget (UTHudBase H) | |
![]() | DrawTarget (UTHudBase H)) WeaponLoadAmmo | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponFiringLoad | |
![]() | DrawWeaponCrosshair (Hud HUD )) WeaponLoadAmmo | |
![]() | EndState (Name NextStateName)) WeaponFiringLoad | |
![]() | EndState (Name NextStateName)) WeaponLoadAmmo | |
![]() | vector | FindInitialTarget (bool bAdjustUp, vector AdjustLoc)) |
![]() | FireLoadedRocket () | |
![]() | FireLoadedRocket ())) WeaponFiringLoad | |
![]() | int | GetAmmoCount ())) |
![]() | GetCrosshairScaling (Hud HUD)) WeaponLoadAmmo | |
![]() | bool | IsAimCorrect ())) |
![]() | bool | IsFiring ())) WeaponLoadAmmo |
![]() | LoadRocket ())) WeaponLoadAmmo | |
![]() | Projectile | ProjectileFire ())) |
![]() | RefireCheckTimer ())) WeaponLoadAmmo | |
![]() | SendToFiringState (byte FireModeNum) WeaponFiringLoad | |
![]() | SendToFiringState (byte FireModeNum)) WeaponLoadAmmo | |
![]() | TimeLoadedFiring ())) WeaponFiringLoad | |
![]() | bool | TryPutdown ())) WeaponLoadAmmo |
![]() | WeaponFireLoad ())) WeaponLoadAmmo |
States Summary |
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WeaponFiringLoad Source code |
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simulated state WeaponFiringLoad |
DrawBrackets, DrawWeaponCrosshair, EndState, FireLoadedRocket, SendToFiringState, TimeLoadedFiring |
WeaponLoadAmmo Source code |
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simulated state WeaponLoadAmmo |
BeginState, CanAttack, DrawBrackets, DrawTarget, DrawWeaponCrosshair, EndState, GetCrosshairScaling, IsFiring, LoadRocket, RefireCheckTimer, SendToFiringState, TryPutdown, WeaponFireLoad |
Variables Detail |
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Sound Effect to play when Locking
if bLocked, all missiles will home to this location
position vehicle was at when lock was acquired
used to maintain InstigatorController for rockets if you switch to the secondary seat while loading or firing
current number of rockets loaded
sound played when loading a rocket
How fast should the rockets accelerate towards it's cross or away
maximum number of rockets that can be loaded
Structures Detail |
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var float FadeTime;};
var float gx;
var float gy;
var float u;
var float ul;
var float v;
var float vl;
var float xOfst;
var float yOfst;
Functions Detail |
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Adds a rocket to the count and uses up some ammo. In addition, it plays a sound so that other pawns in the world can hear it.
This is the timer event for each shot
Fire off a shot w/ effects
Defaultproperties |
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defaultproperties { WeaponFireTypes(0)=EWFT_Custom WeaponProjectiles(0)=class'UTProj_CicadaRocket' WeaponProjectiles(1)=class'UTProj_CicadaRocket' WeaponFireSnd[0]=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_Fire' WeaponFireSnd[1]=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileEject' LockAcquiredSound=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock' WeaponLoadSnd=SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileLoad' FireInterval(0)=0.25 FireInterval(1)=0.5 FiringStatesArray(1)=WeaponLoadAmmo ShotCost(0)=0 ShotCost(1)=0 bFastRepeater=true bInstantHit=false bSplashJump=false bRecommendSplashDamage=false bSniping=false ShouldFireOnRelease(0)=0 ShouldFireOnRelease(1)=0 FireTriggerTags=(CicadaWeapon01,CicadaWeapon02) AltFireTriggerTags=(CicadaWeapon01,CicadaWeapon02) MaxRockets=16 AccelRate=1500 LoadedFireTime=0.1 VehicleClass=class'UTVehicle_Cicada_Content' AltCrosshairBounceInTime=0.5 AltCrosshairBounceOutTime=0.33 CrosshairSlots(0)=(u=24,ul=12,v=322,vl=10,xofst=-24,yofst=-21,gx=7,gy=5) CrosshairSlots(1)=(u=36,ul=-12,v=322,vl=10,xofst=12,yofst=-21,gx=5,gy=5) CrosshairSlots(2)=(u=24,ul=9,v=332,vl=11,xofst=-24,yofst=-11,gx=4,gy=6) CrosshairSlots(3)=(u=33,ul=-9,v=332,vl=11,xofst=15,yofst=-11,gx=5,gy=6) CrosshairSlots(4)=(u=24,ul=9,v=343,vl=12,xofst=-24,yofst=0,gx=4,gy=6) CrosshairSlots(5)=(u=33,ul=-9,v=343,vl=12,xofst=15,yofst=0,gx=5,gy=6) CrosshairSlots(6)=(u=24,ul=12,v=355,vl=10,xofst=-24,yofst=12,gx=7,gy=5) CrosshairSlots(7)=(u=36,ul=-12,v=355,vl=10,xofst=12,yofst=12,gx=5,gy=5) CrosshairSlots(8)=(u=36,ul=12,v=322,vl=10,xofst=-12,yofst=-21,gx=6,gy=5) CrosshairSlots(9)=(u=48,ul=-12,v=322,vl=10,xofst=0,yofst=-21,gx=7,gy=5) CrosshairSlots(10)=(u=33,ul=10,v=332,vl=11,xofst=-14,yofst=-11,gx=5,gy=6) CrosshairSlots(11)=(u=43,ul=-10,v=332,vl=11,xofst=5,yofst=-11,gx=6,gy=6) CrosshairSlots(12)=(u=33,ul=10,v=343,vl=12,xofst=-14,yofst=0,gx=5,gy=6) CrosshairSlots(13)=(u=33,ul=-9,v=343,vl=12,xofst=5,yofst=0,gx=5,gy=6) CrosshairSlots(14)=(u=36,ul=12,v=355,vl=10,xofst=-12,yofst=12,gx=6,gy=6) CrosshairSlots(15)=(u=48,ul=-12,v=355,vl=10,xofst=0,yofst=12,gx=7,gy=6) } |
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