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UE2:BioRifle (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- XWeapons
- Direct subclass:
- ClassicBioRifle
- This class in other games:
- UT2003
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[edit] Default values
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AIRating | 0.55 | ||||||||||
| AttachmentClass | Class'XWeapons.BioAttachment' | ||||||||||
| BobDamping | 2.2 | ||||||||||
| CenteredOffsetY | -8.0 | ||||||||||
| CurrentRating | 0.55 | ||||||||||
| CustomCrosshair | 7 | ||||||||||
| CustomCrossHairColor |
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| CustomCrossHairScale | 1.333 | ||||||||||
| CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Triad1" | ||||||||||
| Description | "The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. | Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target." | |||||||||
| DisplayFOV | 60.0 | ||||||||||
| EffectOffset |
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| FireModeClass[0] | XWeapons.BioFire | ||||||||||
| FireModeClass[1] | XWeapons.BioChargedFire | ||||||||||
| HudColor |
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| IconCoords |
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| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| InventoryGroup | 3 | ||||||||||
| ItemName | "Bio-Rifle" | ||||||||||
| Mesh | Mesh'Weapons.BioRifle_1st' | ||||||||||
| PickupClass | Class'XWeapons.BioRiflePickup' | ||||||||||
| PlayerViewOffset |
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| PlayerViewPivot |
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| Priority | 4 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| SelectForce | "SwitchToFlakCannon" | ||||||||||
| SelectSound | Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon' | ||||||||||
| SmallViewOffset |
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[edit] Functions
[edit] Events
[edit] AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Weapon.AnimEnd
[edit] Other instance functions
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] DropFrom
function DropFrom (Object.Vector StartLocation)
Overrides: Weapon.DropFrom
[edit] GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
[edit] HasAmmo
simulated function bool HasAmmo ()
Overrides: Weapon.HasAmmo
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
