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UE2:BallLauncher (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> BallLauncher

Contents

Package: 
XWeapons
This class in other games:
UT2003

null

[edit] Properties

[edit] Property group 'BallLauncher'

[edit] HealRate

Type: float


Default value: 5.0

[edit] launchedBall

Type: bool

Modifiers: transient


[edit] PassAmbient

Type: Sound


Default value: Sound'IndoorAmbience.Machinery36'

[edit] PassTarget

Type: Pawn

Modifiers: transient


[edit] PassTargetLocked

Type: Sound


Default value: Sound'WeaponSounds.BLockon1'

[edit] PassTargetLockedForce

Type: string


Default value: "LockOn"

[edit] PassTargetLost

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

[edit] PassTargetLostForce

Type: string


Default value: "SeekLost"

[edit] Internal variables

[edit] AITarget

Type: Actor

used by AI

[edit] HealAccum

Type: float

Modifiers: transient


[edit] SwitchTestTime

Type: float

Modifiers: transient


[edit] Default values

Property Value
AIRating 0.1
AttachmentClass Class'XWeapons.BallAttachment'
bCanThrow False
bForceSwitch True
bNoInstagibReplace True
bNotInPriorityList True
bNoVoluntarySwitch True
BobDamping 2.2
CenteredOffsetY -5.0
CenteredRoll 5000
CenteredYaw -300
CurrentRating 0.1
CustomCrosshair 11
CustomCrossHairColor
Member Value
A 255
B 0
G 255
R 255
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Bracket2"
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 30.0
Y 10.0
Z -10.0
FireModeClass[0] XWeapons.BallShoot
FireModeClass[1] XWeapons.BallTarget
InventoryGroup 15
ItemName "Ball Launcher"
Mesh Mesh'Weapons.BallLauncher_1st'
MinReloadPct 0.0
PlayerViewOffset
Member Value
X 11.0
Y 0.0
Z 0.0
PlayerViewPivot
Member Value
Pitch 0
Roll 0
Yaw 0
Priority 17
PutDownAnim 'PutDown'
PutDownAnimRate 2.5
PutDownTime 0.2
SelectForce "ballgun_change"
SelectSound Sound'WeaponSounds.ballgun_change'
SmallViewOffset
Member Value
X 23.0
Y 6.0
Z -6.0

[edit] Functions

[edit] Events

[edit] Tick

simulated event Tick (float dt)

Overrides: Actor.Tick


[edit] Other instance functions

[edit] BotFire

function bool BotFire (bool bFinished, optional name FiringMode)

Overrides: Weapon.BotFire


[edit] BringUp

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


[edit] CanAttack

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


[edit] DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas Canvas)

Overrides: Weapon.DrawWeaponInfo


[edit] HasAmmo

simulated function bool HasAmmo ()

Overrides: Weapon.HasAmmo


[edit] ModifyPawn

function ModifyPawn (float dt)


[edit] NewDrawWeaponInfo

simulated function NewDrawWeaponInfo (Canvas Canvas, float YPos)

Overrides: Weapon.NewDrawWeaponInfo


[edit] NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.NextWeapon


[edit] OutOfAmmo

simulated function OutOfAmmo ()

Overrides: Weapon.OutOfAmmo


[edit] PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.PrevWeapon


[edit] PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown


[edit] RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Weapon.RecommendWeapon


[edit] SetAITarget

function SetAITarget (Actor T)

Overrides: Weapon.SetAITarget


[edit] SetPassTarget

function SetPassTarget (Pawn passTarg)


[edit] ShootHoop

function bool ShootHoop (Controller B, Object.Vector ShootLoc)

Overrides: Weapon.ShootHoop


[edit] StartFire

simulated function bool StartFire (int modeNum)

Overrides: Weapon.StartFire


[edit] SynchronizeWeapon

function SynchronizeWeapon (Weapon ClientWeapon)

Overrides: Weapon.SynchronizeWeapon