My program doesn't have bugs. It just develops random features.
UE1:Minigun2 (UT)
Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> Minigun2 |
- Package:
- BotPack
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||||||
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 |
|
||||||||
PickupAmmoCount | 50 | ||||||||
PickupMessage | "You got the Minigun." | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'Botpack.MinigunPick' | ||||||||
PlayerViewMesh | LodMesh'Botpack.Minigun2m' | ||||||||
PlayerViewOffset |
|
||||||||
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
Overrides: Weapon.RenderOverlays
RenderTexture
Overrides: Actor.RenderTexture
Other instance functions
AltFire
Overrides: TournamentWeapon.AltFire
Fire
Overrides: TournamentWeapon.Fire
GenerateBullet
PlayAltFiring
Overrides: Weapon.PlayAltFiring
PlayFiring
Overrides: Weapon.PlayFiring
PlayUnwind
ProcessTraceHit
Overrides: Weapon.ProcessTraceHit
RateSelf
Overrides: Weapon.RateSelf
setHand
Overrides: Weapon.setHand
TraceFire
Overrides: Weapon.TraceFire
States
AltFiring
AltFiring.AnimEnd
Overrides: TournamentWeapon.AltFiring.AnimEnd
AltFiring.BeginState
Overrides: Object.BeginState (global)
AltFiring.EndState
Overrides: Object.EndState (global)
AltFiring.Tick
Overrides: Actor.Tick (global)
ClientAltFiring
ClientAltFiring.AnimEnd
Overrides: TournamentWeapon.ClientAltFiring.AnimEnd
ClientAltFiring.BeginState
Overrides: Object.BeginState (global)
ClientAltFiring.EndState
Overrides: TournamentWeapon.ClientAltFiring.EndState
ClientFinish
ClientFinish.AnimEnd
Overrides: TournamentWeapon.AnimEnd (global)
ClientFinish.BeginState
Overrides: Object.BeginState (global)
ClientFinish.EndState
Overrides: Object.EndState (global)
ClientFinish.ClientAltFire
Overrides: TournamentWeapon.ClientAltFire (global)
ClientFinish.ClientFire
Overrides: TournamentWeapon.ClientFire (global)
ClientFiring
ClientFiring.AnimEnd
Overrides: TournamentWeapon.ClientFiring.AnimEnd
ClientFiring.BeginState
Overrides: Object.BeginState (global)
ClientFiring.EndState
Overrides: TournamentWeapon.ClientFiring.EndState
FinishFire
FinishFire.BeginState
Overrides: Object.BeginState (global)
FinishFire.AltFire
Overrides: AltFire (global)
FinishFire.Fire
Overrides: Fire (global)
FinishFire.ForceAltFire
Overrides: TournamentWeapon.ForceAltFire (global)
FinishFire.ForceFire
Overrides: TournamentWeapon.ForceFire (global)
Idle
NormalFire
NormalFire.AnimEnd
Overrides: TournamentWeapon.NormalFire.AnimEnd
NormalFire.BeginState
Overrides: Object.BeginState (global)
NormalFire.EndState
Overrides: Object.EndState (global)
NormalFire.Tick
Overrides: Actor.Tick (global)