My program doesn't have bugs. It just develops random features.
UE1:ASMD (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- UnrealShare
- This class in other games:
- RTNP, U1
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ASMD.
Properties[edit]
Property group 'ASMD'[edit]
HitDamage[edit]
Type: int
Default value: 35
Internal variables[edit]
Amp[edit]
Type: Pickup
bBotSpecialMove[edit]
Type: bool
Tracked[edit]
Type: Projectile
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.6 | ||||||||
AltFireSound | Sound'UnrealShare.ASMD.TazerAltFire' | ||||||||
AltProjectileClass | Class'UnrealShare.TazerProj' | ||||||||
AltRefireRate | 0.7 | ||||||||
AmmoName | Class'UnrealShare.ASMDAmmo' | ||||||||
AutoSwitchPriority | 4 | ||||||||
bAltWarnTarget | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
bSplashDamage | True | ||||||||
CollisionHeight | 8.0 | ||||||||
CollisionRadius | 28.0 | ||||||||
DeathMessage | "%k inflicted mortal damage upon %o with the %w." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'UnrealShare.ASMD.TazerFire' | ||||||||
InventoryGroup | 4 | ||||||||
ItemName | "ASMD" | ||||||||
Mass | 50.0 | ||||||||
Mesh | LodMesh'UnrealShare.ASMDPick' | ||||||||
Misc1Sound | Sound'UnrealShare.ASMD.Vapour' | ||||||||
PickupAmmoCount | 20 | ||||||||
PickupMessage | "You got the ASMD" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UnrealShare.ASMDPick' | ||||||||
PlayerViewMesh | LodMesh'UnrealShare.ASMDM' | ||||||||
PlayerViewOffset |
|
||||||||
SelectSound | Sound'UnrealShare.ASMD.TazerSelect' | ||||||||
ThirdPersonMesh | LodMesh'UnrealShare.ASMD3' |
Functions[edit]
Events[edit]
Timer[edit]
event Timer ()
Overrides: Actor.Timer
Other instance functions[edit]
AltFire[edit]
function AltFire (float Value)
Overrides: Weapon.AltFire
BecomePickup[edit]
function BecomePickup ()
Overrides: Weapon.BecomePickup
Finish[edit]
function Finish ()
Overrides: Weapon.Finish
PlayAltFiring[edit]
function PlayAltFiring ()
Overrides: Weapon.PlayAltFiring
PlayFiring[edit]
function PlayFiring ()
Overrides: Weapon.PlayFiring
PlayIdleAnim[edit]
function PlayIdleAnim ()
Overrides: Weapon.PlayIdleAnim
ProcessTraceHit[edit]
function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)
Overrides: Weapon.ProcessTraceHit
ProjectileFire[edit]
Overrides: Weapon.ProjectileFire
RateSelf[edit]
Overrides: Weapon.RateSelf
SpawnCopy[edit]
Overrides: Weapon.SpawnCopy
SpawnEffect[edit]
function SpawnEffect (Object.Vector DVector, int NumPoints, Object.Rotator SmokeRotation, Object.Vector SmokeLocation)
TraceFire[edit]
function TraceFire (float Accuracy)
Overrides: Weapon.TraceFire
States[edit]
ComboMove[edit]
ComboMove.Tick[edit]
event Tick (float DeltaTime)
Overrides: Actor.Tick (global)
ComboMove.AltFire[edit]
function AltFire (float F)
Overrides: AltFire (global)
ComboMove.Fire[edit]
function Fire (float F)
Overrides: Weapon.Fire (global)
Idle[edit]
Idle.BeginState[edit]
event BeginState ()
Overrides: Object.BeginState (global)
Idle.EndState[edit]
event EndState ()
Overrides: Object.EndState (global)