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ONSWeapon

UT2004 :: Actor >> ONSWeapon (Package: Onslaught)

This is the non-placable parent class of all of the vehicle and turret weapons found in the Onslaught Gametype.

Properties

Weapon Bone Rotation System

Main

name YawBone
float YawStartConstraint
float YawEndConstraint
name PitchBone
int PitchUpLimit
int PitchDownLimit
name WeaponFireAttachmentBone
name GunnerAttachmentBone
float WeaponFireOffset
float DualFireOffset
If your weapon has twin muzzles, e.g. Energy Turret and Raptor, this causes shots to alternate from each barrel.
vector WeaponOffset
rotator LastRotation
float RotationsPerSecond

Hidden

float YawConstraintDelta
rotator CurrentAim
vector WeaponFireLocation
written by CalcWeaponFire
rotator WeaponFireRotation
written by CalcWeaponFire

Flags

Main

bool bInstantFire
As Noted Above specifies InstantFireState instead of ProjectileFireState for the generic weapon firing code to use.
bool bDualIndependantTargeting
When using a DualFireOffset each shot will be independantly targeted at the crosshair
bool bAimable
Determines whether the weapon can be physically turned by the player (i.e. turret rotation or gun barrel pitch).
bool bAmbientFireSound
bool bAmbientAltFireSound
bool bInheritVelocity
bool bReflective
Can be reflected by shield gun shield?

Hidden

bool bInstantRotation
NOTE: Gradual rotation via RotationsPerSecond still used for non-owning net clients to smooth rotation changes
bool bActive
bool bShowChargingBar
Bender Style?
bool bCallInstigatorPostRender
If Instigator exists, during this actor's native PostRender(), call Instigator→PostRender() (used when weapon is visible but owner is bHidden)
bool bForceCenterAim
Not Used on The Goliath?
bool bDoOffsetTrace
Trace from outside vehicle's collision back towards weapon to determine firing offset. Probably Another Goliathy Type Feature
bool bIsAltFire
bool bIsRepeatingFF
bool bCorrectAim (out, native, const)
Indicates gun can hit what controller is aiming at

Aiming

Main

float FireIntervalAimLock
Fraction of FireInterval/AltFireInterval during which you can't move the gun

Hidden

float AimLockReleaseTime
When this time is reached gun can move again
vector CurrentHitLocation
float Spread
float AimTraceRange

Impact/Damage

Each of these properties is hidden.

vector LastHitLocation
byte FlashCount
byte OldFlashCount
byte HitCount
byte OldHitCount

Team Skins

Main

Material RedSkin
Material BlueSkin

Hidden

var byte Team

Timing

Main

float FireInterval, AltFireInterval

Hidden

float FireCountDown

Effects

Main

class<Emitter> FlashEmitterClass
class<Emitter> EffectEmitterClass
class<ONSWeaponAmbientEmitter?> AmbientEffectEmitterClass

Hidden

Emitter FlashEmitter
Emitter EffectEmitter
ONSWeaponAmbientEmitter? AmbientEffectEmitter

Sound

Each of these properties are available to edit.

sound FireSoundClass
float FireSoundVolume
float FireSoundRadius
float FireSoundPitch
sound AltFireSoundClass
float AltFireSoundVolume
float AltFireSoundRadius
float AltFireSoundPitch
Why ISN'T this here? :0
float AmbientSoundScaling

Force Feedback

Each of these properties are available to edit.

string FireForce
string AltFireForce

Instant Fire Stuff

Each of these properties are hidden.

class<DamageType> DamageType
int DamageMin, DamageMax
Instant Hits work by applying damage as RealDamage = DamageMin + Rand(DamageMax-DamageMin)
float TraceRange
float Momentum

Projectile Fire Stuff

Main

class<Projectile> ProjectileClass
class<Projectile> AltFireProjectileClass

Hidden

array<Projectile> Projectiles
Ignore these when doing third person aiming trace (only necessary if projectiles fired have bProjTarget==true)

Camera Shakes

Each of these properties are available to edit.

vector ShakeRotMag
How far to rot view
vector ShakeRotRate
How fast to rot view
float ShakeRotTime
How much time to rot the instigator's view
vector ShakeOffsetMag
Max view offset vertically
vector ShakeOffsetRate
How fast to offset view vertically
float ShakeOffsetTime
How much time to offset view

AI

ONSWeapon defines the struct ONSWeaponAIInfo. These properties are hidden.

ONSWeaponAIInfo AIInfo[2]
FireProperties? SavedFireProperties[2]

Debugging

This property is hidden.

string DebugInfo

Replication

The following properties are reliable if Role == ROLE_Authority and bNetDirty is true:

HitCount
LastHitLocation
bActive
bForceCenterAim
bCallInstigatorPostRender

If in addition to the above conditions the following properties are also reliable if bNetOwner is false:

CurrentHitLocation
FlashCount

Functions

int LimitPitch( int Pitch, rotator ForwardRotation, optional int WeaponYaw ) (native)
DisplayDebug( Canvas Canvas, out float YL, out float YPos ) (simulated)
This will draw the state of bActive, bCorrectAim and the DebugInfo String :
PostBeginPlay() (simulated)

Calculate YawConstraintDelta

Setup Drawing of the Charging Bar

Apply Berserk Fire Modifier If APplicable?

PostNetBeginPlay() (simulated)

Sets the weapon into a state, either InstantFireMode if bInstantFire == true or ProjectileFireMode

InitEffect

Super()

InitEffects() (simulated)
Attaches FlashEmitterClass and AmbientEffectEmitterClass to their locations based on WeaponFireAttachmentBone if they are != none
SetGRI( GameReplicationInfo GRI ) (simulated)
SetFireRateModifier( float Modifier ) (simulated)
SpawnHitEffects( Actor HitActor, vector HitLocation, vector HitNormal )
EMPTY
ShakeView() (simulated)
If the person using our ONSWeapon is a player controller call WeaponShakeView(ShakeRotMag, ShakeRotRate, SHakeRotTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime)
ClientStartFire( Controller C, bool bAltFire ) (simulated)
ClientStartFire() and ClientStopFire() are only called for the client that owns the weapon (and not at all for bots)

This is where force feedback is activated and OwnerEffects() is called

ClientStopFire( Controller C, bool bWasAltFire ) (simulated)
Stops Force Feedback and our AmbientEffectEmitter if it exists
ClientPlayForceFeedback( String EffectName ) (simulated)
Verify It's a Valid PlayerController And Get TO IT
StopForceFeedback( String EffectName ) (simulated)
Verify It's a Valid PlayerController and Get TO IT
OwnerEffects() (simulated)
//do effects (muzzle flash, force feedback, etc) immediately for the weapon's owner (don't wait for replication)
rotator AdjustAim( bool bAltFire )
This tells a bot how to line up a shot
byte BestMode()
AI: return the best fire mode for the situation
Fire( Controller C )
This Non-State Version just writes a friendly message to the logs
AltFire( Controller C )
This Non-State Version just writes a friendly message to the logs
bool CanAttack( Actor Other)
Return false if out of range, can't see target, etc.
float MaxRange() (simulated)
Gives a max distance for bots to use when deciding how to use a weapon.
Projectile SpawnProjectile( class<Projectile> ProjClass, bool bAltFire )

First thing this function does is determine the spawn location, this can either be WeaponFireLocation or is computed through a collision trace if bDoOffsetTrace == true

Next the projectile is spawned, if bInheritVelocity == true then the Projectile.Velocity = Instigator.Velocity

Firing Noises are played using FireClass/AltFireClass and FireSoundRadius/AltFireSoundRadius

As i look at the code here, i notice that AltFireSoundVolume is not used here but rather FireSoundVolume/255.0 is used in both the primary and secondary firing modes.

The projectile that was spawned is returned

CeaseFire( Controller C)
Stops ambient sounds being played and resets Flash/Hit Count
Destroyed() (simulated)
Cleans up Effects (DestroyEffects()) and calls SUper()
DestroyEffects() (simulated)
SetTeam( byte T ) (simulated)
Sets the current Skin to the proper teams skin
SimulateTraceFire( out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal ) (simulated)
Client Side Trace, does NOT apply damage, Does predict hit locations
TraceFire( vector Start, rotator dir )
Does a trace and applies damage
SpawnBeamEffect( vector Start, rotator Dir, vector HitLocation, vector HitNormal, int ReflectNum )
EMPTY
CalcWeaponFire() (simulated)
Calculates the exact spot the weapon is firing From based on rotation/coords/bDualIndependentTargeting, and writes them to WeaponFireLocation and WeaponFireRotation
float ChargeBar() (simulated)
StaticPrecache( LevelInfo L ) (static)

Events

ClientSpawnHitEffects() (simulated)
bool AttemptFire( Controller C, bool bAltFire)
Fire if we can (This means FireCountdown is <= 0)

If we can fire, we will call Fire() or AltFire()

If we can fire we will set FireCountdown to either FireInterval or AltFireInterval

If we can fire aimlock will be applied

If we can fire, we will return true

Aimlock is implemented here as AimLockReleaseTime = Level.TimeSeconds + FireCountDown*FireIntervalAimLock

FlashMuzzleFlash() (simulated)

States

InstantFireMode

Functions

Fire( Controller C)
Apply Some Effects and Call TraceFire to do damage
AltFire( Controller C)
EMPTY
SpawnHitEffects( Actor HitActor, vector HitLocation, vector HitNormal ) (simulated)
Actually spawns hit effects on a client

Events

ClientSpawnHitEffects() (simulated)
Determines the Hit Location and Calls SpawnHitEffects()

ProjectileFireMode

Fire( Controller C)
Spawn the ProjectileClass()
AltFire( Controller C )
If the AltFireProjectileClass is None, then Fire. Otherwise, spawn the AltFireProjectileClass.

Notes

ONSWeapon sub-classes can only fire when in one of the two firing states: InstantFireMode or ProjectileFireMode. This takes place through the ONSWeapon property bInstantFire which is checked in ONSWeapon's PostNetBeginPlay() function.

Discussion

Sweavo: anyone know how to tell when the player has released the fire button? AFAICT CeaseWeaponFire doesn't happen until after the FireInterval expires...?

SuperApe: I believe there is a StopFiring() function within AIController or something. The function definitions should be separated from states and events, the words "function", "event", "simulated", etc. should be properly formatted. "var()" and "var" should be removed and the properties should be labeled as Hidden accordingly. EDIT: done.


Category Class (UT2004)

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