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Core.Object | +-- Engine.Actor | +-- Gameplay.Equipment | +-- Gameplay.Equippable | +-- Gameplay.Weapon | +-- Gameplay.Chaingun
Variables Summary | |
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bool | bControllableSkinSet |
Color | heatColor |
ConstantColor | heatColorMaterial |
Shader | heatShader |
float | heatTime |
bool | overheated |
float | spinTime |
Chaingun | |
float | coolDownThreshold |
int | heatMaterialIndex |
float | heatPeriod |
float | maxSpread |
float | minSpread |
float | speedCooldownFactor |
float | spinPeriod |
Functions Summary | ||
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ammoSkinChange ())) | ||
BeginState ())) Empty | ||
BeginState ())) FirePressed | ||
BeginState ())) Spindown | ||
BeginState ())) Spinup | ||
buildControllableSkins ())) | ||
coolDown (float Delta)) | ||
EndState ())) Empty | ||
float | GetProjectileSpreadScale ())) | |
bool | handleFire ())) Spindown | |
bool | handleReleaseFire ())) Spinup | |
heatUp (float Delta)) | ||
bool | isInWater ())) | |
Projectile | makeProjectile (Rotator fireRot, Vector fireLoc)) | |
setControllableSkins ())) | ||
setHasAmmoSkins ())) | ||
setOutOfAmmo ())) | ||
float | speedRelativeCooldown ())) | |
Tick (float Delta)) AwaitingPickup | ||
Tick (float Delta)) Dropped | ||
Tick (float Delta)) Empty | ||
Tick (float Delta)) Equipping | ||
Tick (float Delta)) FirePressed | ||
Tick (float Delta)) Held | ||
Tick (float Delta)) Idle | ||
Tick (float Delta)) Spindown | ||
Tick (float Delta)) Spinup | ||
Tick (float Delta)) Unequipping | ||
unEquip ())) | ||
updateHeatGlow ())) |
States Summary |
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AwaitingPickup Source code |
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simulated state AwaitingPickup |
Tick |
Dropped Source code |
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simulated state Dropped |
Tick |
Empty Source code |
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simulated state Empty |
BeginState, EndState, Tick |
Equipping Source code |
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simulated state Equipping |
Tick |
FirePressed Source code |
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simulated state FirePressed |
BeginState, Tick |
Held Source code |
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simulated state Held |
Tick |
Idle Source code |
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simulated state Idle |
Tick |
Spindown Source code |
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simulated state Spindown |
BeginState, handleFire, Tick |
Spinup Source code |
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simulated state Spinup |
BeginState, handleReleaseFire, Tick |
Unequipping Source code |
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simulated state Unequipping |
Tick |
Variables Detail |
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The fraction of the heatPeriod at which the gun can start firing again
The amount of time it takes for the chaingun to overheat
The maximum angle the spread will increase to during heatup
The angular deviation from ideal line of fire in degrees
Multiplier for the speed when calculating cooldown/heatup
The amount of time it takes for the chaingun to spin up or spin down
Functions Detail |
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Defaultproperties |
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defaultproperties { heatMaterialIndex = 1 minSpread = 1 maxSpread = 4 spinPeriod = 0.5 heatPeriod = 3.0 coolDownThreshold = 1.7 speedCooldownFactor = 0.0008 firstPersonMesh = Mesh'Weapons.Chaingun' firstPersonOffset = (X=-23,Y=26,Z=-24) roundsPerSecond = 12 ammoCount = 150 ammoUsage = 1 projectileClass = class'ChaingunProjectile' projectileVelocity = 5500 projectileInheritedVelFactor = 1.0 aimClass = class'AimProjectileWeapons' animClass = class'CharacterEquippableAnimator' animPrefix = "Chaingun" fireState = Spinup releaseFireState = Spindown inventoryIcon = texture'GUITribes.InvButtonChaingun' hudIcon = texture'HUD.Tabs' hudIconCoords = (U=205,V=472,UL=80,VL=40) hudRefireIcon = texture'HUD.Tabs' hudRefireIconCoords = (U=205,V=421,UL=80,VL=40) bGenerateMissSpeechEvents = false } |
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