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UE1:Enforcer (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> Enforcer

Contents

Package: 
BotPack
Direct subclass:
DoubleEnforcer

Enforcer

Properties

Property group 'Enforcer'

DoubleName

Type: string

Modifiers: localized


Default value: "Double Enforcer"

hitdamage

Type: int


Default value: 17

MuzzleFlashVariations

Type: Texture

Array size: 5


Default value, index 0: Texture'Botpack.Skins.Muz1'

Default value, index 1: Texture'Botpack.Skins.Muz2'

Default value, index 2: Texture'Botpack.Skins.Muz3'

Default value, index 3: Texture'Botpack.Skins.Muz4'

Default value, index 4: Texture'Botpack.Skins.Muz5'

Internal variables

AltAccuracy

Type: float


bBringingUp

Type: bool


bFirstFire

Type: bool


bIsSlave

Type: bool


bSetup

Type: bool

used for setting display properties

DoubleSwitchPriority

Type: int


Default value: 2

SlaveEnforcer

Type: Enforcer

The left (second) Enforcer is a slave to the right.

Default values

Property Value
AIRating 0.25
AltFireSound Sound'UnrealShare.AutoMag.shot'
AltRefireRate 0.87
AmmoName Class'BotPack.MiniAmmo'
AutoSwitchPriority 2
bAltInstantHit True
bDrawMuzzleFlash True
bHidden True
bInstantHit True
bMuzzleFlashParticles True
bNoSmooth False
CockingSound Sound'Botpack.enforcer.Cocking'
CollisionHeight 12.0
CollisionRadius 24.0
DeathMessage "%k riddled %o full of holes with the %w."
FireOffset
Member Value
Y -10.0
Z -4.0
FireSound Sound'Botpack.enforcer.E_Shot'
FiringSpeed 1.5
FlashC 0.035
FlashLength 0.02
FlashO 0.02
FlashS 128
FlashY 0.1
Icon Texture'Botpack.Icons.UseAutoM'
InstFlash -0.2
InstFog
Member Value
X 325.0
Y 225.0
Z 95.0
InventoryGroup 2
ItemName "Enforcer"
Mass 15.0
Mesh LodMesh'Botpack.MagPick'
MFTexture Texture'Botpack.Skins.Muz1'
MuzzleFlashMesh LodMesh'Botpack.muzzEF3'
MuzzleFlashScale 0.08
MuzzleFlashStyle STY_Translucent
MuzzleFlashTexture Texture'Botpack.Skins.Muzzy2'
MuzzleScale 1.0
MyDamageType 'shot'
NameColor
Member Value
G 200
R 200
PickupAmmoCount 30
PickupMessage "You picked up another Enforcer!"
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.MagPick'
PlayerViewMesh LodMesh'Botpack.AutoML'
PlayerViewOffset
Member Value
X 3.3
Y -2.0
Z -3.0
RefireRate 0.8
SelectSound Sound'Botpack.enforcer.Cocking'
ShakeMag 200.0
ShakeVert 4.0
StatusIcon Texture'Botpack.Icons.UseAutoM'
ThirdPersonMesh LodMesh'Botpack.AutoHand'
WeaponDescription "Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary Fire: Sideways, or 'Gangsta' firing mode, shoots twice as fast and half as accurate as the primary fire.\n\nTechniques: Collect two for twice the damage."

Functions

Events

AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd


BotDesireability

event float BotDesireability (Pawn Bot)

Overrides: Weapon.BotDesireability


Destroyed

event Destroyed ()

Overrides: Weapon.Destroyed


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Other instance functions

AltFire

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


BringUp

function BringUp ()

Overrides: Weapon.BringUp


DropFrom

function DropFrom (Object.Vector StartLocation)

Overrides: TournamentWeapon.DropFrom


Fire

function Fire (float Value)

Overrides: TournamentWeapon.Fire


HandlePickupQuery

function bool HandlePickupQuery (Inventory Item)

Overrides: TournamentWeapon.HandlePickupQuery


PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlayRepeatFiring

simulated function PlayRepeatFiring ()


ProcessTraceHit

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

Overrides: Weapon.ProcessTraceHit


SetDefaultDisplayProperties

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDisplayProperties

function SetDisplayProperties (Actor.ERenderStyle NewStyle, Texture NewTexture, bool bLighting, bool bEnviroMap)

Overrides: Actor.SetDisplayProperties


setHand

function setHand (float Hand)

Overrides: Weapon.setHand


SetSwitchPriority

function SetSwitchPriority (Pawn Other)

Overrides: Weapon.SetSwitchPriority


SetTwoHands

function SetTwoHands ()


SetUpSlave

function SetUpSlave (bool bBringUp)


SwitchPriority

function float SwitchPriority ()

Overrides: Weapon.SwitchPriority


TraceFire

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


WeaponSet

function bool WeaponSet (Pawn Other)

Overrides: Weapon.WeaponSet


States

Active

Active.BeginState

event BeginState ()

Overrides: Weapon.Active.BeginState


Active.EndState

event EndState ()

Overrides: TournamentWeapon.Active.EndState


Active.PutDown

function bool PutDown ()

Overrides: Weapon.Active.PutDown


AltFiring

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AltFire, AltFiring.AnimEnd, AltFiring.Fire

AltFiring.EndState

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Timer

event Timer ()

Overrides: Actor.Timer (global)


ClientActive

ClientActive.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientActive.AnimEnd


ClientActive.BeginState

simulated event BeginState ()

Overrides: TournamentWeapon.ClientActive.BeginState


ClientAltFiring

ClientAltFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


ClientAltFiring.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientAltFiring.EndState

simulated event EndState ()

Overrides: TournamentWeapon.ClientAltFiring.EndState


ClientAltFiring.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)


ClientAltFiring.ClientFire

simulated function bool ClientFire (float Value)

Overrides: TournamentWeapon.ClientAltFiring.ClientFire


ClientDown

ClientDown.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientDown.AnimEnd


ClientDown.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


ClientFiring

ClientFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


ClientFiring.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientFiring.EndState

simulated event EndState ()

Overrides: TournamentWeapon.ClientFiring.EndState


ClientFiring.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)


ClientFiring.ClientAltFire

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientFiring.ClientAltFire


DownWeapon

Inherits from: TournamentWeapon.DownWeapon

Ignores: AltFire, AnimEnd, Fire

DownWeapon.BeginState

event BeginState ()

Overrides: TournamentWeapon.DownWeapon.BeginState


Idle

Idle.AnimEnd

event AnimEnd ()

Overrides: Weapon.Idle.AnimEnd


Idle.PutDown

function bool PutDown ()

Overrides: Weapon.Idle.PutDown


NormalFire

Inherits from: TournamentWeapon.NormalFire

Ignores: NormalFire.AltFire, NormalFire.AnimEnd, NormalFire.Fire

NormalFire.EndState

event EndState ()

Overrides: Object.EndState (global)


NormalFire.Timer

event Timer ()

Overrides: Actor.Timer (global)