I love the smell of UnrealEd crashing in the morning. – tarquin

UE1:PulseGun (UT)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> PulseGun

Contents

Package: 
BotPack

PulseGun.

[edit] Properties

[edit] Property group 'PulseGun'

[edit] DownSound

Type: Sound


Default value: Sound'Botpack.PulseGun.PulseDown'

[edit] Internal variables

[edit] Angle

Type: float


[edit] Count

Type: float


[edit] PlasmaBeam

Type: PBolt


[edit] Default values

Property Value
AIRating 0.7
AltFireSound Sound'Botpack.PulseGun.PulseBolt'
AltProjectileClass Class'BotPack.StarterBolt'
AltRefireRate 0.99
AmmoName Class'BotPack.PAmmo'
AutoSwitchPriority 5
bMuzzleFlashParticles True
bNoSmooth False
bRapidFire True
CollisionRadius 32.0
DeathMessage "%o ate %k's burning plasma death."
FireOffset
Member Value
X 15.0
Y -15.0
Z 2.0
FireSound Sound'Botpack.PulseGun.PulseFire'
FlashLength 0.02
Icon Texture'Botpack.Icons.UsePulse'
InstFlash -0.15
InstFog
Member Value
X 139.0
Y 218.0
Z 72.0
InventoryGroup 5
ItemName "Pulse Gun"
Mesh LodMesh'Botpack.PulsePickup'
MessageNoAmmo " has no Plasma."
MuzzleFlashMesh LodMesh'Botpack.muzzPF3'
MuzzleFlashScale 0.4
MuzzleFlashStyle STY_Translucent
MuzzleFlashTexture Texture'Botpack.Skins.MuzzyPulse'
NameColor
Member Value
B 128
R 128
PickupAmmoCount 60
PickupMessage "You got a Pulse Gun"
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.PulsePickup'
PlayerViewMesh LodMesh'Botpack.PulseGunR'
PlayerViewOffset
Member Value
X 1.5
Z -2.0
ProjectileClass Class'BotPack.PlasmaSphere'
RefireRate 0.95
SelectSound Sound'Botpack.PulseGun.PulsePickup'
ShakeMag 135.0
ShakeVert 8.0
SoundRadius 64
SoundVolume 255
StatusIcon Texture'Botpack.Icons.UsePulse'
ThirdPersonMesh LodMesh'Botpack.PulseGun3rd'
ThirdPersonScale 0.4
WeaponDescription "Classification: Plasma Rifle\n\nPrimary Fire: Medium sized, fast moving plasma balls are fired at a fast rate of fire.\n\nSecondary Fire: A bolt of green lightning is expelled for 100 meters, which will shock all opponents.\n\nTechniques: Firing and keeping the secondary fire's lightning on an opponent will melt them in seconds."

[edit] Functions

[edit] Events

[edit] AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd


[edit] Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


[edit] RenderTexture

simulated event RenderTexture (ScriptedTexture Tex)

Overrides: Actor.RenderTexture


[edit] Other instance functions

[edit] AltFire

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


[edit] PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


[edit] PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


[edit] PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


[edit] PlaySpinDown

simulated function PlaySpinDown ()


[edit] RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


[edit] setHand

function setHand (float Hand)

Overrides: Weapon.setHand


[edit] SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


[edit] TweenDown

simulated function TweenDown ()

Overrides: TournamentWeapon.TweenDown


[edit] States

[edit] AltFiring

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AnimEnd

[edit] AltFiring.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] AltFiring.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] ClientAltFiring

[edit] ClientAltFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


[edit] ClientFiring

[edit] ClientFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


[edit] ClientFiring.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Idle

[edit] NormalFire

Inherits from: TournamentWeapon.NormalFire

Ignores: NormalFire.AnimEnd

[edit] NormalFire.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] NormalFire.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] NormalFire.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] NormalFire.ProjectileFire

function Projectile ProjectileFire (class<ProjectileProjClass, float ProjSpeed, bool bWarn)

Overrides: Weapon.ProjectileFire (global)


Personal tools