Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:LinkGun (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- XWeapons
- Direct subclass:
- Weapon_LinkTurret
- This class in other games:
- UT2003
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Link Gun
[edit] Properties
[edit] Property group 'LinkGun'
[edit] Linking
Type: bool
[edit] Links
Type: int
[edit] Default values
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AIRating | 0.68 | ||||||||||
| AttachmentClass | Class'XWeapons.LinkAttachment' | ||||||||||
| bMatchWeapons | True | ||||||||||
| BobDamping | 1.575 | ||||||||||
| CenteredOffsetY | -5.0 | ||||||||||
| CenteredRoll | 3000 | ||||||||||
| CenteredYaw | -1000 | ||||||||||
| CurrentRating | 0.68 | ||||||||||
| CustomCrosshair | 10 | ||||||||||
| CustomCrossHairColor |
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| CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Bracket1" | ||||||||||
| Description | While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link.|It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack." | ||||||||||
| DisplayFOV | 60.0 | ||||||||||
| EffectOffset |
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| FireModeClass[0] | XWeapons.LinkAltFire | ||||||||||
| FireModeClass[1] | XWeapons.LinkFire | ||||||||||
| HudColor |
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| IconCoords |
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| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| IdleAnimRate | 0.03 | ||||||||||
| InventoryGroup | 5 | ||||||||||
| ItemName | "Link Gun" | ||||||||||
| Mesh | Mesh'NewWeapons2004.FatLinkGun' | ||||||||||
| OldCenteredOffsetY | -12.0 | ||||||||||
| OldCenteredRoll | 3000 | ||||||||||
| OldCenteredYaw | -300 | ||||||||||
| OldMesh | Mesh'Weapons.LinkGun_1st' | ||||||||||
| OldPickup | "WeaponStaticMesh.LinkGunPickup" | ||||||||||
| OldPlayerViewOffset |
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| OldPlayerViewPivot |
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| OldSmallViewOffset |
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| PickupClass | Class'XWeapons.LinkGunPickup' | ||||||||||
| PlayerViewOffset |
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| PlayerViewPivot |
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| Priority | 7 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| SelectForce | "SwitchToLinkGun" | ||||||||||
| SelectSound | Sound'NewWeaponSounds.NewLinkSelect' | ||||||||||
| SmallViewOffset |
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[edit] Functions
[edit] Events
[edit] Destroyed
simulated event Destroyed ()
Overrides: Weapon.Destroyed
[edit] RenderOverlays
simulated event RenderOverlays (Canvas Canvas)
Overrides: Weapon.RenderOverlays
[edit] WeaponTick
simulated event WeaponTick (float dt)
Overrides: Weapon.WeaponTick
[edit] Other instance functions
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] BringUp
simulated function BringUp (optional Weapon PrevWeapon)
Overrides: Weapon.BringUp
[edit] CanHeal
Overrides: Weapon.CanHeal
[edit] ConsumeAmmo
Overrides: Weapon.ConsumeAmmo
[edit] FocusOnLeader
Overrides: Weapon.FocusOnLeader
[edit] GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
[edit] GetEffectStart
simulated function Object.Vector GetEffectStart ()
Overrides: Weapon.GetEffectStart
[edit] HasAmmo
simulated function bool HasAmmo ()
Overrides: Weapon.HasAmmo
[edit] IncrementFlashCount
simulated function IncrementFlashCount (int mode)
Overrides: Weapon.IncrementFlashCount
[edit] LinkedConsumeAmmo
[edit] LinkedTo
function bool LinkedTo (LinkGun L)
[edit] PutDown
simulated function bool PutDown ()
Overrides: Weapon.PutDown
[edit] StartFire
Overrides: Weapon.StartFire
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
[edit] UpdateLinkColor
simulated function UpdateLinkColor (LinkAttachment.ELinkColor Color)
