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UE2:BioRifle (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> BioRifle

Contents

Package: 
XWeapons
Direct subclass:
ClassicBioRifle
This class in other games:
UT2003

null

[edit] Default values

Property Value
AIRating 0.55
AttachmentClass Class'XWeapons.BioAttachment'
BobDamping 2.2
CenteredOffsetY -8.0
CurrentRating 0.55
CustomCrosshair 7
CustomCrossHairColor
Member Value
A 255
B 255
G 0
R 0
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
Member Value
X 100.0
Y 32.0
Z -20.0
FireModeClass[0] XWeapons.BioFire
FireModeClass[1] XWeapons.BioChargedFire
HudColor
Member Value
A 255
B 255
G 0
R 0
IconCoords
Member Value
X1 179
X2 241
Y1 127
Y2 175
IconMaterial Material'HudContent.Generic.HUD'
InventoryGroup 3
ItemName "Bio-Rifle"
Mesh Mesh'Weapons.BioRifle_1st'
PickupClass Class'XWeapons.BioRiflePickup'
PlayerViewOffset
Member Value
X 7.0
Y 3.0
Z 0.0
PlayerViewPivot
Member Value
Pitch 0
Roll 0
Yaw 0
Priority 4
PutDownAnim 'PutDown'
SelectForce "SwitchToFlakCannon"
SelectSound Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
SmallViewOffset
Member Value
X 19.0
Y 9.0
Z -6.0

[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