Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ShockRifle (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- XWeapons
- Direct subclasses:
- ClassicShockRifle, SuperShockRifle
- This class in other games:
- UT, UT2003
| 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. |
Shock Rifle
[edit] Properties
[edit] bRegisterTarget
Type: bool
[edit] bWaitForCombo
Type: bool
[edit] ComboStart
Type: Object.Vector
[edit] ComboTarget
Type: ShockProjectile
used by AI
[edit] EffectColor
Type: Object.Color
Default value:
| Member | Value |
|---|---|
| A | 128 |
| B | 255 |
| G | 0 |
| R | 192 |
[edit] Default values
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AIRating | 0.63 | ||||||||||
| AttachmentClass | Class'XWeapons.ShockAttachment' | ||||||||||
| BobDamping | 1.8 | ||||||||||
| CenteredOffsetY | 1.0 | ||||||||||
| CenteredRoll | 1000 | ||||||||||
| CenteredYaw | -1000 | ||||||||||
| CurrentRating | 0.63 | ||||||||||
| CustomCrosshair | 1 | ||||||||||
| CustomCrossHairColor |
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| CustomCrossHairScale | 1.333 | ||||||||||
| CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Cross2" | ||||||||||
| Description | "The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. | Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma's EM field." | |||||||||
| DisplayFOV | 70.0 | ||||||||||
| DrawScale | 0.7 | ||||||||||
| EffectOffset |
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| FireModeClass[0] | XWeapons.ShockBeamFire | ||||||||||
| FireModeClass[1] | XWeapons.ShockProjFire | ||||||||||
| HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
| HudColor |
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| IconCoords |
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| IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
| InventoryGroup | 4 | ||||||||||
| ItemName | "Shock Rifle" | ||||||||||
| LightBrightness | 255.0 | ||||||||||
| LightEffect | LE_NonIncidence | ||||||||||
| LightHue | 200 | ||||||||||
| LightPeriod | 3 | ||||||||||
| LightRadius | 4.0 | ||||||||||
| LightSaturation | 70 | ||||||||||
| LightType | LT_Steady | ||||||||||
| Mesh | Mesh'NewWeapons2004.ShockRifle' | ||||||||||
| OldCenteredOffsetY | -8.0 | ||||||||||
| OldCenteredYaw | -500 | ||||||||||
| OldMesh | Mesh'Weapons.ShockRifle_1st' | ||||||||||
| OldPickup | "WeaponStaticMesh.ShockRiflePickup" | ||||||||||
| OldPlayerViewOffset |
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| OldPlayerViewPivot |
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| OldSmallViewOffset |
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| PickupClass | Class'XWeapons.ShockRiflePickup' | ||||||||||
| PlayerViewOffset |
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| PlayerViewPivot |
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| Priority | 6 | ||||||||||
| PutDownAnim | 'PutDown' | ||||||||||
| SelectAnim | 'Pickup' | ||||||||||
| SelectForce | "SwitchToShockRifle" | ||||||||||
| SelectSound | Sound'WeaponSounds.ShockRifle.SwitchToShockRifle' | ||||||||||
| SmallViewOffset |
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[edit] Functions
[edit] Events
[edit] PostBeginPlay
simulated event PostBeginPlay ()
Overrides: Weapon.PostBeginPlay
[edit] RenderOverlays
simulated event RenderOverlays (Canvas Canvas)
Overrides: Weapon.RenderOverlays
[edit] Other instance functions
[edit] BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
[edit] DoCombo
function DoCombo ()
[edit] GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
[edit] GetEffectStart
simulated function Object.Vector GetEffectStart ()
Overrides: Weapon.GetEffectStart
[edit] RangedAttackTime
function float RangedAttackTime ()
Overrides: Weapon.RangedAttackTime
[edit] SetComboTarget
function SetComboTarget (ShockProjectile S)
[edit] StartFire
Overrides: Weapon.StartFire
[edit] SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
[edit] WeaponCentered
simulated function bool WeaponCentered ()
Overrides: Weapon.WeaponCentered
