Always snap to grid
UE2:ONSMineLayer (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Onslaught
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Constants
[edit] NUM_BARRELS
Value: 4
[edit] BARREL_ROTATION_RATE
Value: 2.0
[edit] Properties
[edit] Property group 'ONSMineLayer'
[edit] ReloadDelay
Type: float
Default value: 0.4
[edit] Internal variables
[edit] BarrelRotation
Type: float
[edit] bRotateBarrel
Type: bool
[edit] CurrentMines
Type: int
[edit] FadedColor
Type: Object.Color
Default value:
| Member | Value |
|---|---|
| A | 160 |
| B | 128 |
| G | 128 |
| R | 128 |
[edit] FinalRotation
Type: float
[edit] MaxMines
Type: int
Default value: 8
[edit] Mines
Type: array<Projectile>
[edit] Default values
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AIRating | 0.55 | ||||||||||
| AmbientGlow | 64 | ||||||||||
| AttachmentClass | Class'Onslaught.ONSMineLayerAttachment' | ||||||||||
| BobDamping | 2.2 | ||||||||||
| BringUpTime | 0.35 | ||||||||||
| CurrentRating | 0.55 | ||||||||||
| CustomCrosshair | 14 | ||||||||||
| CustomCrossHairTextureName | "ONSInterface-TX.MineLayerReticle" | ||||||||||
| Description | "The Spider Mine Layer is used for deploying spider mines, autonomous mobile mines that are highly effective against both foot soldiers and vehicles." | ||||||||||
| DisplayFOV | 45.0 | ||||||||||
| EffectOffset |
|
||||||||||
| FireModeClass[0] | Onslaught.ONSMineThrowFire | ||||||||||
| FireModeClass[1] | Onslaught.ONSMineLayerAltFire | ||||||||||
| GroupOffset | 1 | ||||||||||
| HudColor |
|
||||||||||
| IconCoords |
|
||||||||||
| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| InventoryGroup | 3 | ||||||||||
| ItemName | "Mine Layer" | ||||||||||
| Mesh | Mesh'ONSWeapons-A.MineLayer_1st' | ||||||||||
| PickupClass | Class'Onslaught.ONSMineLayerPickup' | ||||||||||
| PlayerViewOffset |
|
||||||||||
| PlayerViewPivot |
|
||||||||||
| Priority | 5 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| PutDownAnimRate | 4.0 | ||||||||||
| PutDownTime | 0.4 | ||||||||||
| SelectAnimRate | 2.0 | ||||||||||
| SelectForce | "SwitchToFlakCannon" | ||||||||||
| SelectSound | Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon' | ||||||||||
| SmallViewOffset |
|
[edit] Functions
[edit] Events
[edit] Destroyed
simulated event Destroyed ()
Overrides: Weapon.Destroyed
[edit] Other instance functions
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] CanThrow
simulated function bool CanThrow ()
Overrides: Weapon.CanThrow
[edit] DrawWeaponInfo
simulated function DrawWeaponInfo (Canvas Canvas)
Overrides: Weapon.DrawWeaponInfo
[edit] GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
[edit] HasAmmo
simulated function bool HasAmmo ()
Overrides: Weapon.HasAmmo
[edit] NewDrawWeaponInfo
Overrides: Weapon.NewDrawWeaponInfo
[edit] PlayFiring
simulated function PlayFiring (bool plunge)
[edit] RotateBarrel
simulated function RotateBarrel ()
[edit] ShouldFireWithoutTarget
function bool ShouldFireWithoutTarget ()
Overrides: Weapon.ShouldFireWithoutTarget
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
[edit] UpdateBarrel
simulated function UpdateBarrel (float dt)
[edit] States
[edit] AnimateLoad
Modifiers: simulated
[edit] AnimateLoad.Tick
simulated event Tick (float dt)
Overrides: Actor.Tick (global)
