My program doesn't have bugs. It just develops random features.
Difference between revisions of "Legacy:TournamentWeapon"
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− | {{classbox| [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> TournamentWeapon}} | + | {{classbox|[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> TournamentWeapon (Package: BotPack)}} |
Abstraction for weapon classes specific to Unreal Tournament. Includes network-optimized code not present in [[Legacy:Weapon (UT)|Weapon (UT)]]. | Abstraction for weapon classes specific to Unreal Tournament. Includes network-optimized code not present in [[Legacy:Weapon (UT)|Weapon (UT)]]. | ||
==Properties == | ==Properties == | ||
− | ; [[Legacy:TournamentPickup | + | ; [[Legacy:TournamentPickup|TournamentPickup]] Affector : An item that receives a FireEffect call when the weapon is fired. The [[Legacy:UDamage|damage amplifier]] and the [[Legacy:RelicStrength|Relic of Strength]] use this to play their special firing sounds. |
; string WeaponDescription [localized] : This is a localized string variable containing the weapon's description displayed in the weapon priority window. | ; string WeaponDescription [localized] : This is a localized string variable containing the weapon's description displayed in the weapon priority window. | ||
; float InstFlash, InstFog : Values used for instant flash when firing. | ; float InstFlash, InstFog : Values used for instant flash when firing. | ||
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==Known Subclasses == | ==Known Subclasses == | ||
* [[Legacy:ChainSaw|ChainSaw]] | * [[Legacy:ChainSaw|ChainSaw]] | ||
− | * [[Legacy:Enforcer| | + | * [[Legacy:Enforcer|Enforcer]] |
* [[Legacy:ImpactHammer|ImpactHammer]] | * [[Legacy:ImpactHammer|ImpactHammer]] | ||
− | * [[Legacy:Minigun2| | + | * [[Legacy:Minigun2|Minigun2]] |
* [[Legacy:PulseGun|PulseGun]] | * [[Legacy:PulseGun|PulseGun]] | ||
− | * [[Legacy:Ripper| | + | * [[Legacy:Ripper|Ripper]] |
* [[Legacy:ShockRifle (UT)|ShockRifle (UT)]] | * [[Legacy:ShockRifle (UT)|ShockRifle (UT)]] | ||
* [[Legacy:SniperRifle (UT)|SniperRifle (UT)]] | * [[Legacy:SniperRifle (UT)|SniperRifle (UT)]] | ||
* [[Legacy:Translocator|Translocator]] | * [[Legacy:Translocator|Translocator]] | ||
− | * [[Legacy: | + | * [[Legacy:UT_BioRifle|UT_BioRifle]] |
* [[Legacy:UT_Eightball|UT_Eightball]] | * [[Legacy:UT_Eightball|UT_Eightball]] | ||
* [[Legacy:UT_FlakCannon|UT_FlakCannon]] | * [[Legacy:UT_FlakCannon|UT_FlakCannon]] | ||
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==Related Topics == | ==Related Topics == | ||
* [[Legacy:How UT Weapons Work|How UT Weapons Work]] | * [[Legacy:How UT Weapons Work|How UT Weapons Work]] | ||
+ | |||
+ | [[Category:Legacy Class (UT)|{{PAGENAME}}]] |
Latest revision as of 12:49, 15 November 2009
Abstraction for weapon classes specific to Unreal Tournament. Includes network-optimized code not present in Weapon (UT).
Properties[edit]
- TournamentPickup Affector
- An item that receives a FireEffect call when the weapon is fired. The damage amplifier and the Relic of Strength use this to play their special firing sounds.
- string WeaponDescription [localized]
- This is a localized string variable containing the weapon's description displayed in the weapon priority window.
- float InstFlash, InstFog
- Values used for instant flash when firing.
- bool bCanClientFire
- Whether the client should allow the player to fire or not.
- bool bForceFire, bForceAltFire
- float FireTime, AltFireTime, FireStartTime
- Not used.
Known Subclasses[edit]
- ChainSaw
- Enforcer
- ImpactHammer
- Minigun2
- PulseGun
- Ripper
- ShockRifle (UT)
- SniperRifle (UT)
- Translocator
- UT_BioRifle
- UT_Eightball
- UT_FlakCannon
- WarheadLauncher