Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ShieldGun (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- XWeapons
- Direct subclass:
- ClassicShieldGun
- This class in other games:
- UT2003
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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 |
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| 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 |
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| FireModeClass[0] | XWeapons.ShieldFire | ||||||||||
| FireModeClass[1] | XWeapons.ShieldAltFire | ||||||||||
| HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
| HudColor |
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| IconCoords |
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| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| ItemName | "Shield Gun" | ||||||||||
| Mesh | Mesh'Weapons.ShieldGun_1st' | ||||||||||
| PickupClass | Class'XWeapons.ShieldGunPickup' | ||||||||||
| PlayerViewOffset |
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| PlayerViewPivot |
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| Priority | 2 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| SelectForce | "ShieldGun_change" | ||||||||||
| SelectSound | Sound'WeaponSounds.ShieldGun_change' | ||||||||||
| SmallViewOffset |
|
[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<DamageType> DamageType)
Overrides: Weapon.AdjustPlayerDamage
[edit] AmmoStatus
Overrides: Weapon.AmmoStatus
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] BringUp
simulated function BringUp (optional Weapon PrevWeapon)
Overrides: Weapon.BringUp
[edit] CanAttack
Overrides: Weapon.CanAttack
[edit] CenteredEffectStart
simulated function Object.Vector CenteredEffectStart ()
Overrides: Weapon.CenteredEffectStart
[edit] ChargeBar
simulated function float ChargeBar ()
Overrides: Weapon.ChargeBar
[edit] CheckReflect
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
Overrides: Weapon.GiveTo
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
