My program doesn't have bugs. It just develops random features.

UE2:MinigunFire (UT2004)

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UT2004 Object >> WeaponFire >> InstantFire >> MinigunFire
Package: 
XWeapons
Direct subclasses:
ClassicMinigunFire, MinigunAltFire
This class in other games:
UT2003

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Properties[edit]

Property group 'MinigunFire'[edit]

BarrelRotationsPerSec[edit]

Type: float


Default value: 3.0

FireTime[edit]

Type: float


FiringForce[edit]

Type: string


Default value: "minifireb"

FiringSound[edit]

Type: Sound


Default value: Sound'NewWeaponSounds.NewMinigunFire'

MaxRollSpeed[edit]

Type: float


MinigunSoundVolume[edit]

Type: byte


Default value: 220

RollSpeed[edit]

Type: float


RoundsPerRotation[edit]

Type: int


Default value: 5

WindingForce[edit]

Type: string


Default value: "miniempty"

WindingSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.MiniGun.MiniEmpty'

WindUpTime[edit]

Type: float


Default value: 0.27

Internal variables[edit]

Gun[edit]

Type: Minigun


Default values[edit]

Property Value
AimError 900.0
AmmoClass Class'XWeapons.MinigunAmmo'
AmmoPerFire 1
BotRefireRate 0.99
bPawnRapidFireAnim True
DamageMax 8
DamageMin 7
DamageType Class'XWeapons.DamTypeMinigunBullet'
FireLoopAnimRate 9.0
FlashEmitterClass Class'XEffects.MinigunMuzFlash1st'
Momentum 0.0
PreFireTime 0.27
ShakeOffsetMag
Member Value
X 1.0
Y 1.0
Z 1.0
ShakeOffsetRate
Member Value
X 1000.0
Y 1000.0
Z 1000.0
ShakeOffsetTime 2.0
ShakeRotMag
Member Value
X 50.0
Y 50.0
Z 50.0
ShakeRotRate
Member Value
X 10000.0
Y 10000.0
Z 10000.0
ShakeRotTime 2.0
SmokeEmitterClass Class'XEffects.MinigunMuzzleSmoke'
Spread 0.08
SpreadStyle SS_Random

Instance functions[edit]

FlashMuzzleFlash[edit]

function FlashMuzzleFlash ()

Overrides: WeaponFire.FlashMuzzleFlash


InitEffects[edit]

function InitEffects ()

Overrides: WeaponFire.InitEffects


IsIdle[edit]

function bool IsIdle ()


PlayAmbientSound[edit]

function PlayAmbientSound (Sound aSound)


PlayFireEnd[edit]

function PlayFireEnd ()

Overrides: WeaponFire.PlayFireEnd


PlayFiring[edit]

function PlayFiring ()

Overrides: WeaponFire.PlayFiring


PlayPreFire[edit]

function PlayPreFire ()

Overrides: WeaponFire.PlayPreFire


PlayStartHold[edit]

function PlayStartHold ()

Overrides: WeaponFire.PlayStartHold


PostBeginPlay[edit]

function PostBeginPlay ()

Overrides: WeaponFire.PostBeginPlay


StartBerserk[edit]

function StartBerserk ()

Overrides: WeaponFire.StartBerserk


StartFiring[edit]

function StartFiring ()

Overrides: WeaponFire.StartFiring


StartSuperBerserk[edit]

function StartSuperBerserk ()

Overrides: WeaponFire.StartSuperBerserk


StopBerserk[edit]

function StopBerserk ()

Overrides: WeaponFire.StopBerserk


StopFiring[edit]

function StopFiring ()

Overrides: WeaponFire.StopFiring


StopRolling[edit]

function StopRolling ()


States[edit]

FireLoop[edit]

FireLoop.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FireLoop.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FireLoop.ModeTick[edit]

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


FireLoop.StopFiring[edit]

function StopFiring ()

Overrides: StopFiring (global)


Idle[edit]

Modifiers: auto

Idle.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Idle.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Idle.IsIdle[edit]

function bool IsIdle ()

Overrides: IsIdle (global)


Idle.StartFiring[edit]

function StartFiring ()

Overrides: StartFiring (global)


WindDown[edit]

WindDown.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


WindDown.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


WindDown.ModeTick[edit]

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


WindDown.StartFiring[edit]

function StartFiring ()

Overrides: StartFiring (global)


WindUp[edit]

WindUp.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


WindUp.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


WindUp.ModeTick[edit]

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


WindUp.StopFiring[edit]

function StopFiring ()

Overrides: StopFiring (global)