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UE2:EnergyRifle (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> EnergyRifle
Package: 
Weapons

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Properties[edit]

FireA[edit]

Type: ParticleGenerator


FireB[edit]

Type: ParticleGenerator


MuzzleflashA[edit]

Type: ParticleGenerator


MuzzleflashB[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
AmmoAmount[0] 30
AmmoAmount[1] 30
AmmoFlags[0]
Member Value
bRapidFire True
AmmoFlags[1]
Member Value
bRecommendSplashDamage True
bSplashDamage True
AmmoUsed[1] 10
AttachmentClass Class'Weapons.EnergyRifleAttachment'
AutoSwitchPriority 8
Crosshair "Crosshair_ER"
FireLastDownTime[0] 2.07
FireLastDownTime[1] 2.25
FireLastReloadTime[0] 2.8
FireLastReloadTime[1] 2.265
FireLastRoundSound[0] Sound'WeaponsA.EnergyRifle.ER_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.EnergyRifle.ER_AltFireLastRound'
FireLastRoundTime[0] 1.44
FireLastRoundTime[1] 1.44
FirePitch[0]
Member Value
A 0.95
FireSound[0] Sound'WeaponsA.EnergyRifle.ER_Fire'
FireSound[1] Sound'WeaponsA.EnergyRifle.ER_AltFire'
FireTime[0] 0.3
FireTime[1] 2.0
GroupOffset 1
IconIndex 7
InventoryGroup 4
ItemID "ER"
ItemName "Energy Rifle"
MaxAmmo[0] 120
MaxAmmo[1] 120
Mesh SkeletalMesh'WeaponsK.ER_FP'
PickupAmmoCount 150
PlayerViewOffset
Member Value
X 22.0
Y 1.0
Z -34.0
ProjectileClass[1] Class'Weapons.EMPProjectile'
ReloadSound Sound'WeaponsA.EnergyRifle.ER_Reload'
ReloadTime 2.33
ReloadUnloadedSound Sound'WeaponsA.EnergyRifle.ER_ReloadUnloaded'
ReloadUnloadedTime 1.5
SelectSound Sound'WeaponsA.EnergyRifle.ER_Select'
ShakeMag[0] 1.0
ShakeMag[1] 15.0
ShakeTime[1] 0.8
SoundVolume 255

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

AuthorityFire[edit]

function AuthorityFire ()

Overrides: Weapon.AuthorityFire


EverywhereFire[edit]

simulated function EverywhereFire ()

Overrides: Weapon.EverywhereFire


GetProjSpeed[edit]

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


HandleTargetDetails[edit]

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

Overrides: Weapon.HandleTargetDetails


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


UpdatePrimaryFireAttachments[edit]

simulated function UpdatePrimaryFireAttachments ()


States[edit]

Firing[edit]

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

Firing.BeginState[edit]

simulated event BeginState ()

Overrides: Weapon.Firing.BeginState


Firing.EndState[edit]

simulated event EndState ()

Overrides: Weapon.Firing.EndState


Firing.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Firing.UpdatePrimaryFireAttachments[edit]

simulated function UpdatePrimaryFireAttachments ()

Overrides: UpdatePrimaryFireAttachments (global)