I'm a doctor, not a mechanic

UE1:CARifle (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
RTNP Object >> Actor >> Inventory >> Weapon >> CARifle
Package: 
UPak

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

Properties

AdjustedAimStored

Type: Object.Rotator


Adjuster

Type: float

Used for adjusting aim error, etc.

bAltFireReady

Type: bool


bAutoTarget

Type: bool


bFirstFire

Type: bool

First pulse has no immediate recoil- this flag determines that

bTracerOn

Type: bool


CARDebugger

Type: CARDebug


Count

Type: float


InitialRounds

Type: int

Number of inital rounds fired before bFirstFire becomes false

LightCounter

Type: int


RoundsFired

Type: int

Won't need this much longer

ShotAccuracy

Type: float


StartingLocation

Type: Object.Vector


TraceCount

Type: int


Victim

Type: Pawn


Default values

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

Exec functions

Debug

exec function Debug ()


Tracer

exec function Tracer ()


Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Weapon.PostBeginPlay


Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

AltFire

function AltFire (float Value)

Overrides: Weapon.AltFire


DropFrom

function DropFrom (Object.Vector StartLocation)

Overrides: Weapon.DropFrom


Finish

function Finish ()

Overrides: Weapon.Finish


Fire

function Fire (float Value)

Overrides: Weapon.Fire


HandlePickupQuery

function bool HandlePickupQuery (Inventory Item)

Overrides: Weapon.HandlePickupQuery


PlayAltFiring

function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

function PlayFiring ()

Overrides: Weapon.PlayFiring


ProcessTraceHit

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

Overrides: Weapon.ProcessTraceHit


SetUpProjectile

function SetUpProjectile ()


ShakePlayer

simulated function ShakePlayer (float ShakeMod)


TraceFire

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


States

AltFiring

AltFiring.AnimEnd

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


AltFiring.EndState

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


AltFiring.ShortFire

function ShortFire ()


FinishFire

FinishFire.AltFire

function AltFire (float F)

Overrides: AltFire (global)


Idle

NormalFire

NormalFire.AnimEnd

simulated event AnimEnd ()

Overrides: Actor.AnimEnd (global)


NormalFire.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


NormalFire.EndState

event EndState ()

Overrides: Object.EndState (global)


NormalFire.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


NormalFire.AltFire

function AltFire (float Value)

Overrides: Weapon.NormalFire.AltFire