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Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Equippable
|
+-- Gameplay.Weapon
|
+-- Gameplay.Chaingun
| Variables Summary | |
|---|---|
| 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 | ||
|---|---|---|
![]() | 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 |
|---|
| AwaitingPickup Source code |
|---|
|
simulated state AwaitingPickup |
| Tick |
| Dropped Source code |
|---|
|
simulated state Dropped |
| Tick |
| Empty Source code |
|---|
|
simulated state Empty |
| BeginState, EndState, Tick |
| Equipping Source code |
|---|
|
simulated state Equipping |
| Tick |
| FirePressed Source code |
|---|
|
simulated state FirePressed |
| BeginState, Tick |
| Held Source code |
|---|
|
simulated state Held |
| Tick |
| Idle Source code |
|---|
|
simulated state Idle |
| Tick |
| Spindown Source code |
|---|
|
simulated state Spindown |
| BeginState, handleFire, Tick |
| Spinup Source code |
|---|
|
simulated state Spinup |
| BeginState, handleReleaseFire, Tick |
| Unequipping Source code |
|---|
|
simulated state Unequipping |
| Tick |
| Variables Detail |
|---|
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 |
|---|
ammoSkinChange Source code
BeginState Empty Source code
BeginState FirePressed Source code
BeginState Spindown Source code
BeginState Spinup Source code
buildControllableSkins Source code
coolDown Source code
EndState Empty Source code
GetProjectileSpreadScale Source code
handleFire Spindown Source code
handleReleaseFire Spinup Source code
heatUp Source code
isInWater Source code
makeProjectile Source code
setControllableSkins Source code
setHasAmmoSkins Source code
setOutOfAmmo Source code
speedRelativeCooldown Source code
Tick AwaitingPickup Source code
Tick Dropped Source code
Tick Empty Source code
Tick Equipping Source code
Tick FirePressed Source code
Tick Held Source code
Tick Idle Source code
Tick Spindown Source code
Tick Spinup Source code
Tick Unequipping Source code
unEquip Source code
updateHeatGlow Source code| Defaultproperties |
|---|
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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