Mostly Harmless

UE1:CARifle (RTNP)

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RTNP Object >> Actor >> Inventory >> Weapon >> CARifle
Package: 
UPak

Combat Assault Rifle.uc $Date: 5/05/99 11:05a $ $Revision: 2 $

Properties[edit]

AdjustedAimStored[edit]

Type: Object.Rotator


Adjuster[edit]

Type: float

Used for adjusting aim error, etc.

bAltFireReady[edit]

Type: bool


bAutoTarget[edit]

Type: bool


bFirstFire[edit]

Type: bool

First pulse has no immediate recoil- this flag determines that

bTracerOn[edit]

Type: bool


CARDebugger[edit]

Type: CARDebug


Count[edit]

Type: float


InitialRounds[edit]

Type: int

Number of inital rounds fired before bFirstFire becomes false

LightCounter[edit]

Type: int


RoundsFired[edit]

Type: int

Won't need this much longer

ShotAccuracy[edit]

Type: float


StartingLocation[edit]

Type: Object.Vector


TraceCount[edit]

Type: int


Victim[edit]

Type: Pawn


Default values[edit]

Property Value
AIRating 0.4
AltFireSound Sound'UPak.CARifle.CARifleShell'
AltProjectileClass Class'UPak.ExplosiveBullet'
AltRefireRate 0.3
AmmoName Class'UPak.CARifleClip'
AutoSwitchPriority 4
bInstantHit True
bNoSmooth False
CollisionHeight 8.0
FireOffset
Member Value
X 10.0
FireSound Sound'UPak.CARifle.ChainGun3'
InventoryGroup 3
ItemName "Combat Assault Rifle"
Mesh LodMesh'UPak.CARpickup'
PickupAmmoCount 300
PickupMessage "You got the Combat Assault Rifle"
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'UPak.CARpickup'
PlayerViewMesh LodMesh'UPak.Car1st'
PlayerViewOffset
Member Value
X 3.25
Y -0.9
Z -1.45
RefireRate 30.0
SelectSound Sound'UPak.CARifle.CARifleSelect'
ShakeMag 200.0
ShakeTime 5.0E-4
ShakeVert 16.0
ThirdPersonMesh LodMesh'UPak.Car3rd'

Functions[edit]

Exec functions[edit]

Debug[edit]

exec function Debug ()


Tracer[edit]

exec function Tracer ()


Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Weapon.PostBeginPlay


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: Weapon.AltFire


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)

Overrides: Weapon.DropFrom


Finish[edit]

function Finish ()

Overrides: Weapon.Finish


Fire[edit]

function Fire (float Value)

Overrides: Weapon.Fire


HandlePickupQuery[edit]

function bool HandlePickupQuery (Inventory Item)

Overrides: Weapon.HandlePickupQuery


PlayAltFiring[edit]

function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring[edit]

function PlayFiring ()

Overrides: Weapon.PlayFiring


ProcessTraceHit[edit]

function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: Weapon.ProcessTraceHit


SetUpProjectile[edit]

function SetUpProjectile ()


ShakePlayer[edit]

simulated function ShakePlayer (float ShakeMod)


TraceFire[edit]

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


States[edit]

AltFiring[edit]

AltFiring.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


AltFiring.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


AltFiring.ShortFire[edit]

function ShortFire ()


FinishFire[edit]

FinishFire.AltFire[edit]

function AltFire (float F)

Overrides: AltFire (global)


Idle[edit]

NormalFire[edit]

NormalFire.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: Actor.AnimEnd (global)


NormalFire.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


NormalFire.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


NormalFire.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


NormalFire.AltFire[edit]

function AltFire (float Value)

Overrides: Weapon.NormalFire.AltFire