There is no spoon

UE2:Flamethrower (U2)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon >> Flamethrower

Contents

Package: 
Weapons

null

[edit] Properties

[edit] Property group 'Flamethrower'

[edit] MaxCrossX

Type: int


Default value: 128

[edit] MaxCrossY

Type: int


Default value: 64

[edit] MinCrossX

Type: int


Default value: 24

[edit] MinCrossY

Type: int


Default value: 12

[edit] Internal variables

[edit] CrossX

Type: int


[edit] CrossY

Type: int


[edit] FireLight

Type: Vehicles.FT_Light

Array size: 3


[edit] Pct

Type: float


[edit] PilotA

Type: ParticleGenerator


[edit] PilotB

Type: ParticleGenerator


[edit] PrimaryFire

Type: ParticleGenerator


[edit] SecondaryFire

Type: ParticleGenerator


[edit] Default values

Property Value
AmmoAmount[0] 80
AmmoAmount[1] 80
AmmoFlags[0]
Member Value
bAmbientFireSound True
bRapidFire True
AmmoFlags[1]
Member Value
bAmbientFireSound True
bRapidFire True
AnimFire[1] 'Fire'
AnimFireEnd[0] 'FireEnd'
AnimFireEnd[1] 'FireEnd'
AnimFireLastDown[1] 'FireLastDown'
AnimFireLastReload[1] 'FireLastReload'
AnimFireLastRound[1] 'FireLastRound'
AttachmentClass Class'Weapons.FlamethrowerAttachment'
AutoSwitchPriority 4
Crosshair "Crosshair_FT"
DisplayFOV 90.0
DownTime 0.8
FireEndSound[0] Sound'WeaponsA.Flamethrower.FT_FireEnd'
FireLastDownTime[0] 1.06
FireLastDownTime[1] 1.06
FireLastReloadTime[0] 2.6
FireLastReloadTime[1] 2.6
FireLastRoundSound[0] Sound'WeaponsA.Flamethrower.FT_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.Flamethrower.FT_AltFireLastRound'
FireLastRoundTime[0] 0.66
FireLastRoundTime[1] 0.66
FireSound[0] Sound'WeaponsA.Flamethrower.FT_FireLoop'
FireSound[1] Sound'WeaponsA.Flamethrower.FT_AltFire'
FireTime[0] 0.1
FireTime[1] 0.1
GroupOffset 1
IconIndex 4
InventoryGroup 2
ItemID "FT"
ItemName "Flamethrower"
MaxAmmo[0] 400
MaxAmmo[1] 400
Mesh SkeletalMesh'WeaponsK.FT_FP'
PickupAmmoCount 480
PlayerViewOffset
Member Value
X -4.0
Y -5.0
Z -49.0
ReloadSound Sound'WeaponsA.Flamethrower.FT_Reload'
ReloadTime 2.0
ReloadUnloadedSound Sound'WeaponsA.Flamethrower.FT_ReloadUnloaded'
ReloadUnloadedTime 2.0
SelectSound Sound'WeaponsA.Flamethrower.FT_Select'
ShakeMag[0] 0.0
ShakeMag[1] 0.0
ShakeTime[0] 0.0
ShakeTime[1] 0.0

[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] AuthorityFire

function AuthorityFire ()

Overrides: Weapon.AuthorityFire


[edit] CreateEffects

simulated function CreateEffects ()


[edit] GetCrossPosA

interface function Object.Point GetCrossPosA ()


[edit] GetCrossPosB

interface function Object.Point GetCrossPosB ()


[edit] GetCrossPosC

interface function Object.Point GetCrossPosC ()


[edit] GetCrossPosD

interface function Object.Point GetCrossPosD ()


[edit] GetProjSpeed

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


[edit] HandleTargetDetails

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

Overrides: Weapon.HandleTargetDetails


[edit] PilotsOff

simulated function PilotsOff ()


[edit] PilotsOn

simulated function PilotsOn ()


[edit] PlayAnimEx

simulated function PlayAnimEx (name Sequence)

Overrides: Weapon.PlayAnimEx


[edit] TriggerLights

simulated function TriggerLights ()


[edit] States

[edit] Firing

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

[edit] Firing.BeginState

simulated event BeginState ()

Overrides: Weapon.Firing.BeginState


[edit] Firing.EndState

simulated event EndState ()

Overrides: Weapon.Firing.EndState


[edit] Firing.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Firing.PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown (global)


[edit] Idle

Inherits from: Weapon.Idle

Modifiers: simulated

[edit] Idle.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)