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UE2:ShieldGun (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> ShieldGun

Contents

Package: 
XWeapons
Direct subclass:
ClassicShieldGun
This class in other games:
UT2003

Shield Gun

[edit] Properties

[edit] ShieldHitForce

Type: string


Default value: "ShieldReflection"

[edit] ShieldHitSound

Type: Sound


Default value: Sound'WeaponSounds.ShieldGun.ShieldReflection'

[edit] Default values

Property Value
AIRating 0.35
AttachmentClass Class'XWeapons.ShieldAttachment'
bCanThrow False
bMeleeWeapon True
BobDamping 2.2
bShowChargingBar True
CenteredOffsetY -9.0
CenteredRoll 1000
CurrentRating 0.35
CustomCrosshair 6
CustomCrossHairColor
Member Value
A 255
B 121
G 188
R 255
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Pointer"
Description "The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal."
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 15.0
Y 5.5
Z 2.0
FireModeClass[0] XWeapons.ShieldFire
FireModeClass[1] XWeapons.ShieldAltFire
HighDetailOverlay Material'UT2004Weapons.WeaponSpecMap2'
HudColor
Member Value
A 255
B 121
G 188
R 255
IconCoords
Member Value
X1 169
X2 241
Y1 39
Y2 77
IconMaterial Material'HudContent.Generic.HUD'
ItemName "Shield Gun"
Mesh Mesh'Weapons.ShieldGun_1st'
PickupClass Class'XWeapons.ShieldGunPickup'
PlayerViewOffset
Member Value
X 2.0
Y -0.7
Z -2.7
PlayerViewPivot
Member Value
Pitch 500
Roll 0
Yaw 500
Priority 2
PutDownAnim 'PutDown'
SelectForce "ShieldGun_change"
SelectSound Sound'WeaponSounds.ShieldGun_change'
SmallViewOffset
Member Value
X 10.0
Y 3.3
Z -6.7

[edit] Functions

[edit] Events

[edit] AnimEnd

event AnimEnd (int channel)

Overrides: Weapon.AnimEnd


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


[edit] Timer

simulated event Timer ()

Overrides: Weapon.Timer


[edit] Other instance functions

[edit] AdjustPlayerDamage

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Weapon.AdjustPlayerDamage


[edit] AmmoStatus

simulated function float AmmoStatus (optional int Mode)

Overrides: Weapon.AmmoStatus


[edit] BestMode

function byte BestMode ()

Overrides: Weapon.BestMode


[edit] BringUp

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


[edit] CanAttack

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


[edit] CenteredEffectStart

simulated function Object.Vector CenteredEffectStart ()

Overrides: Weapon.CenteredEffectStart


[edit] ChargeBar

simulated function float ChargeBar ()

Overrides: Weapon.ChargeBar


[edit] CheckReflect

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)

Overrides: Weapon.CheckReflect


[edit] ClientTakeHit

simulated function ClientTakeHit (int Drain)


[edit] DoAutoSwitch

simulated function DoAutoSwitch ()

Overrides: Weapon.DoAutoSwitch


[edit] DoReflectEffect

function DoReflectEffect (int Drain)

Overrides: Weapon.DoReflectEffect


[edit] FireHack

function FireHack (byte Mode)

Overrides: Weapon.FireHack


[edit] GetAIRating

function float GetAIRating ()

Overrides: Weapon.GetAIRating


[edit] GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Weapon.GiveTo


[edit] SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


[edit] SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


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