| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Equippable
|
+-- Gameplay.Weapon
|
+-- Gameplay.ChargeUpWeapon
|
+-- Gameplay.TimeChargeUpWeapon
|
+-- Gameplay.MPCarryableThrower
| Variables Summary | |
|---|---|
| MPCarryable | carryable |
| MPCarryableThrower | |
| float | extraSpawnDistance |
| Inherited Variables from Gameplay.TimeChargeUpWeapon |
|---|
| chargeAnimation, chargeRate, chargeRateAccel, initialChargeRate, peakChargeMaxHoldTime, releaseAnimation, releaseDelay, tickDelta, timeSinceMaxChargeHit |
| Inherited Variables from Gameplay.ChargeUpWeapon |
|---|
| bShowChargeOnHUD, charge, chargeScale, maxCharge |
| Functions Summary | ||
|---|---|---|
![]() | BeginState ())) Dropped | |
![]() | BeginState ())) FirePressed | |
![]() | BeginState ())) FireReleased | |
![]() | BeginState ())) Held | |
![]() | BeginState ())) Idle | |
![]() | droppedByCharacter (Character c)) | |
![]() | fireWeapon ())) | |
![]() | heldByCharacter (Character c)) | |
![]() | launchCarryable (MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze)) | |
![]() | Projectile | makeProjectile (Rotator fireRot, Vector fireLoc)) |
![]() | moveWeapon ())) | |
![]() | setCarryable (MPCarryable c)) | |
![]() | Tick (float Delta)) Idle | |
| Inherited Functions from Gameplay.TimeChargeUpWeapon |
|---|
| attemptFire, BeginState, Tick |
| Inherited Functions from Gameplay.ChargeUpWeapon |
|---|
| BeginState |
| States Summary |
|---|
| Dropped Source code |
|---|
|
simulated state Dropped |
| BeginState |
| FirePressed Source code |
|---|
|
simulated state FirePressed |
| BeginState |
| FireReleased Source code |
|---|
|
simulated state FireReleased |
| BeginState |
| Held Source code |
|---|
|
simulated state Held |
| BeginState |
| Idle Source code |
|---|
|
simulated state Idle |
| BeginState, Tick |
| Variables Detail |
|---|
This distance will be added when carryables spawn as projectiles. Can be used to prevent self-collisions.
| Functions Detail |
|---|
BeginState Dropped Source code
BeginState FirePressed Source code
BeginState FireReleased Source code
BeginState Held Source code
BeginState Idle Source code
droppedByCharacter Source code
fireWeapon Source code
heldByCharacter Source code
launchCarryable Source code
makeProjectile Source code
moveWeapon Source code
setCarryable Source code
Tick Idle Source code| Defaultproperties |
|---|
defaultproperties
{
firstPersonMesh = None
thirdPersonMesh = None
chargeScale = 1
maxCharge = 0.5
roundsPerSecond = 1.0
ammoCount = 1
ammoUsage = 1
projectileClass = None
projectileVelocity = 800
projectileInheritedVelFactor = 1.0
firstPersonOffset = (X=50,Y=30,Z=0)
aimClass = class'AimArcWeapons'
animClass = class'CharacterEquippableAnimator'
animPrefix = "Carryable"
releaseAnimation = "throw"
releaseDelay = 0.1
bShowChargeOnHUD = true
bCanDrop = false
extraSpawnDistance = 100
} |
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