Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:Redeemer (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
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[edit] Default values
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AIRating | 1.5 | ||||||||||
| AttachmentClass | Class'XWeapons.RedeemerAttachment' | ||||||||||
| bNotInDemo | True | ||||||||||
| BobDamping | 1.4 | ||||||||||
| BringUpTime | 0.675 | ||||||||||
| CurrentRating | 1.5 | ||||||||||
| CustomCrosshair | 13 | ||||||||||
| CustomCrossHairColor |
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| CustomCrossHairScale | 2.0 | ||||||||||
| CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Circle2" | ||||||||||
| DemoReplacement | Class'XWeapons.RocketLauncher' | ||||||||||
| Description | Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view. | Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot." | |||||||||
| DisplayFOV | 60.0 | ||||||||||
| DrawScale | 1.2 | ||||||||||
| EffectOffset |
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| FireModeClass[0] | XWeapons.RedeemerFire | ||||||||||
| FireModeClass[1] | XWeapons.RedeemerGuidedFire | ||||||||||
| GroupOffset | 1 | ||||||||||
| IconCoords |
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| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| InventoryGroup | 0 | ||||||||||
| ItemName | "Redeemer" | ||||||||||
| Mesh | Mesh'Weapons.Redeemer_1st' | ||||||||||
| PickupClass | Class'XWeapons.RedeemerPickup' | ||||||||||
| PlayerViewOffset |
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| PlayerViewPivot |
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| Priority | 16 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| PutDownAnimRate | 1.0 | ||||||||||
| PutDownTime | 0.45 | ||||||||||
| SelectAnim | 'Pickup' | ||||||||||
| SelectAnimRate | 0.667 | ||||||||||
| SelectForce | "SwitchToFlakCannon" | ||||||||||
| SelectSound | Sound'WeaponSounds.Redeemer_change' | ||||||||||
| SmallViewOffset |
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[edit] Functions
[edit] Events
[edit] ClientStopFire
simulated event ClientStopFire (int Mode)
Overrides: Weapon.ClientStopFire
[edit] PrebeginPlay
event PrebeginPlay ()
Overrides: Actor.PreBeginPlay
[edit] WeaponTick
simulated event WeaponTick (float dt)
Overrides: Weapon.WeaponTick
[edit] Other instance functions
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
[edit] SuperMaxOutAmmo
simulated function SuperMaxOutAmmo ()
Overrides: Weapon.SuperMaxOutAmmo
