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UE2:AssaultRifle (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> AssaultRifle

Contents

Package: 
Weapons
Direct subclass:
WeaponAutoTurret
This class in other games:
UT2003, UT2004

null

[edit] Properties

[edit] AltMuzzleflash

Type: ParticleGenerator


[edit] Angle

Type: float


[edit] DesiredAngle

Type: float


[edit] LastTimeSeconds

Type: float


[edit] MuzzleflashA

Type: ParticleGenerator


[edit] MuzzleflashB

Type: ParticleGenerator


[edit] ReloadDustA

Type: ParticleGenerator


[edit] ReloadDustB

Type: ParticleGenerator


[edit] ReloadDustC

Type: ParticleGenerator


[edit] VentflashA

Type: ParticleGenerator


[edit] VentflashB

Type: ParticleGenerator


[edit] VentflashC

Type: ParticleGenerator


[edit] Default values

Property Value
AmmoAmount[0] 75
AmmoAmount[1] 75
AmmoFlags[0]
Member Value
bAmbientFireSound True
bInstantHit True
bRapidFire True
AmmoUsed[1] 5
AnimFireEnd[0] 'FireEnd'
AttachmentClass Class'Weapons.AssaultAttachment'
AutoSwitchPriority 15
BloodEffect[0] Class'Weapons.Blood'
Crosshair "Crosshair_AR"
Damage[0] 20
DirtEffect[0] Class'Weapons.Dirt'
FireEndSound[0] Sound'WeaponsA.AssaultRifle.AR_FireEnd'
FireLastDownTime[0] 1.125
FireLastDownTime[1] 1.6
FireLastReloadTime[0] 2.166
FireLastReloadTime[1] 2.8
FireLastRoundSound[0] Sound'WeaponsA.AssaultRifle.AR_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.AssaultRifle.AR_AltFireLastRound'
FireLastRoundTime[0] 0.625
FireLastRoundTime[1] 1.1
FireOffset
Member Value
X 40.0
Y 12.0
Z -32.0
FireSound[0] Sound'WeaponsA.AssaultRifle.AR_Fire'
FireSound[1] Sound'WeaponsA.AssaultRifle.AR_AltFire'
FireTime[0] 0.1
FireTime[1] 1.0
GroupOffset 1
IconIndex 3
ItemID "AR"
ItemName "Assault Rifle"
MaxAmmo[0] 225
MaxAmmo[1] 225
Mesh SkeletalMesh'WeaponsK.AR_FP'
MomentumTransfer[0] 2000.0
MyDamageType[0] Class'U2.AssaultDamage'
PickupAmmoCount 300
PlayerViewOffset
Member Value
X 20.0
Y 4.0
Z -30.0
ProjectileClass[1] Class'Weapons.AssaultProjectileAlt'
ReloadSound Sound'WeaponsA.AssaultRifle.AR_Reload'
ReloadTime 2.16
ReloadUnloadedSound Sound'WeaponsA.AssaultRifle.AR_ReloadUnloaded'
ReloadUnloadedTime 1.83
SelectSound Sound'WeaponsA.AssaultRifle.AR_Select'
ShakeMag[0] 3.0
ShakeMag[1] 10.0
ShakeTime[0] 1.5
ShakeTime[1] 0.3
SoundRadius 400.0
SparkEffect[0] Class'Weapons.Sparks'
TraceDist 4800.0
TraceSpread[0] 6.0
TraceSpread[1] 3.0

[edit] Functions

[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Other instance functions

[edit] GetCrosshairAngle210

function interface float GetCrosshairAngle210 ()


[edit] GetCrosshairAngle330

function interface float GetCrosshairAngle330 ()


[edit] GetCrosshairAngle90

function interface float GetCrosshairAngle90 ()


[edit] HandleLastRound

simulated function HandleLastRound ()


[edit] HandleTargetDetails

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)

Overrides: Weapon.HandleTargetDetails


[edit] HandleTraceImpact

function HandleTraceImpact (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Weapon.HandleTraceImpact


[edit] PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


[edit] PlayReloading

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


[edit] SetupAttachments

simulated function SetupAttachments ()


[edit] UpdateAttachments

simulated function UpdateAttachments ()


[edit] UpdateCrosshair

simulated function UpdateCrosshair (Canvas Canvas)

Overrides: Weapon.UpdateCrosshair


[edit] States

[edit] Firing

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: Fire

[edit] Firing.EndState

simulated event EndState ()

Overrides: Weapon.Firing.EndState