UnrealScript Game Programming Cookbook

(Chris Devlin) #1
Chapter 6

151

/* How far out should we be considering actors for a lock /
var float LockRange;


/* How long does the player need to target an actor to lock on to
it
/
var(Locking) float LockAcquireTime;


/* Once locked, how long can the player go without painting the
object before they lose the lock
/
var(Locking) float LockTolerance;


/* When true, this weapon is locked on target /
var bool bLockedOnTarget;


/* What "target" is this weapon locked on to /
var Actor LockedTarget;


var PlayerReplicationInfo LockedTargetPRI;


/* What "target" is current pending to be locked on to /
var Actor PendingLockedTarget;


/* How long since the Lock Target has been valid /
var float LastLockedOnTime;


/* When did the pending Target become valid /
var float PendingLockedTargetTime;


/* When was the last time we had a valid target /
var float LastValidTargetTime;


/* angle for locking for lock targets /
var float LockAim;


/* angle for locking for lock targets when on Console /
var float ConsoleLockAim;


/* Sound Effects to play when Locking /
var SoundCue LockAcquiredSound;
var SoundCue LockLostSound;


/* If true, weapon will try to lock onto targets /
var bool bTargetLockingActive;


/* Last time target lock was checked /
var float LastTargetLockCheckTime;

Free download pdf