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UE1:Minigun2 (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> Minigun2
Package: 
BotPack

Minigun.

Properties

Property group 'Minigun2'

MuzzleFlashVariations

Type: Texture

Array size: 10


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'

Default value, index 5: Texture'Botpack.Skins.Muz6'

Default value, index 6: Texture'Botpack.Skins.Muz7'

Default value, index 7: Texture'Botpack.Skins.Muz8'

Default value, index 8: Texture'Botpack.Skins.Muz9'

Default value, index 9: Texture'Botpack.Skins.Muz9'

Internal variables

bFiredShot

Type: bool


bOutOfAmmo

Type: bool


Count

Type: int


LastShellSpawn

Type: float


ShotAccuracy

Type: float


Default values

Property Value
AIRating 0.73
AltFireSound Sound'Botpack.minigun2.M2AltFire'
AltRefireRate 0.99
AmmoName Class'BotPack.MiniAmmo'
AutoSwitchPriority 7
bAltInstantHit True
bDrawMuzzleFlash True
bInstantHit True
bMuzzleFlashParticles True
bNoSmooth False
BobDamping 0.975
bRapidFire True
CollisionHeight 8.0
CollisionRadius 34.0
DeathMessage "%k's %w turned %o into a leaky piece of meat."
FireOffset
Member Value
X 8.0
Y -5.0
Z -4.0
FireSound Sound'Botpack.minigun2.M2RegFire'
FlashC 0.0060
FlashLength 0.2
FlashO 0.022
FlashS 128
FlashY 0.18
Icon Texture'Botpack.Icons.UseMini'
InventoryGroup 7
ItemName "Minigun"
LightBrightness 255
LightEffect LE_NonIncidence
LightHue 28
LightRadius 6
LightSaturation 32
Mesh LodMesh'Botpack.MinigunPick'
MFTexture Texture'Botpack.Skins.Muz9'
Misc1Sound Sound'Botpack.minigun2.M2WindDown'
MuzzleFlashMesh LodMesh'Botpack.MuzzFlash3'
MuzzleFlashScale 0.25
MuzzleFlashStyle STY_Translucent
MuzzleFlashTexture Texture'Botpack.Skins.Muzzy'
MuzzleScale 2.0
MyDamageType 'shot'
NameColor
Member Value
B 0
PickupAmmoCount 50
PickupMessage "You got the Minigun."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.MinigunPick'
PlayerViewMesh LodMesh'Botpack.Minigun2m'
PlayerViewOffset
Member Value
X 2.1
Y -0.35
Z -1.7
RefireRate 0.99
SelectSound Sound'UnrealI.Minigun.MiniSelect'
ShakeMag 135.0
ShakeVert 8.0
SoundRadius 96
SoundVolume 255
StatusIcon Texture'Botpack.Icons.UseMini'
ThirdPersonMesh LodMesh'Botpack.MiniHand'
WeaponDescription "Classification: Gatling Gun\n\nPrimary Fire: Bullets are sprayed forth at a medium to fast rate of fire and good accuracy.\n\nSecondary Fire: Minigun fires twice as fast and is half as accurate.\n\nTechniques: Secondary fire is much more useful at close range, but can eat up tons of ammunition."

Functions

Events

RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


RenderTexture

simulated event RenderTexture (ScriptedTexture Tex)

Overrides: Actor.RenderTexture


Other instance functions

AltFire

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


Fire

function Fire (float Value)

Overrides: TournamentWeapon.Fire


GenerateBullet

function GenerateBullet ()


PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayUnwind

simulated function PlayUnwind ()


ProcessTraceHit

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

Overrides: Weapon.ProcessTraceHit


RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand

function setHand (float Hand)

Overrides: Weapon.setHand


TraceFire

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


States

AltFiring

AltFiring.AnimEnd

event AnimEnd ()

Overrides: TournamentWeapon.AltFiring.AnimEnd


AltFiring.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


AltFiring.EndState

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


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


ClientFinish

ClientFinish.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd (global)


ClientFinish.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientFinish.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


ClientFinish.ClientAltFire

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire (global)


ClientFinish.ClientFire

simulated function bool ClientFire (float Value)

Overrides: TournamentWeapon.ClientFire (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


FinishFire

FinishFire.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


FinishFire.AltFire

function AltFire (float F)

Overrides: AltFire (global)


FinishFire.Fire

function Fire (float F)

Overrides: Fire (global)


FinishFire.ForceAltFire

function ForceAltFire ()

Overrides: TournamentWeapon.ForceAltFire (global)


FinishFire.ForceFire

function ForceFire ()

Overrides: TournamentWeapon.ForceFire (global)


Idle

NormalFire

NormalFire.AnimEnd

event AnimEnd ()

Overrides: TournamentWeapon.NormalFire.AnimEnd


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)