My program doesn't have bugs. It just develops random features.
UE1:Minigun (RTNP)
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Contents
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Minigun.
Properties
bFiredShot
Type: bool
bOutOfAmmo
Type: bool
Count
Type: float
s
Type: OverHeatLight
ShotAccuracy
Type: float
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.6 | ||||||||
AltFireSound | Sound'UnrealI.Minigun.AltF1' | ||||||||
AltRefireRate | 0.93 | ||||||||
AmmoName | Class'UnrealShare.Shellbox' | ||||||||
AutoSwitchPriority | 10 | ||||||||
bAltInstantHit | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
CollisionHeight | 8.0 | ||||||||
CollisionRadius | 28.0 | ||||||||
DeathMessage | "%k's %w turned %o into a leaky piece of meat." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'UnrealI.Minigun.RegF1' | ||||||||
InventoryGroup | 10 | ||||||||
ItemName | "Minigun" | ||||||||
LightBrightness | 250 | ||||||||
LightEffect | LE_NonIncidence | ||||||||
LightHue | 28 | ||||||||
LightRadius | 6 | ||||||||
LightSaturation | 32 | ||||||||
Mesh | LodMesh'UnrealI.minipick' | ||||||||
Misc1Sound | Sound'UnrealI.Minigun.WindD2' | ||||||||
PickupAmmoCount | 50 | ||||||||
PickupMessage | "You got the Minigun" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UnrealI.minipick' | ||||||||
PlayerViewMesh | LodMesh'UnrealI.minigunM' | ||||||||
PlayerViewOffset |
|
||||||||
RefireRate | 0.9 | ||||||||
SelectSound | Sound'UnrealI.Minigun.MiniSelect' | ||||||||
ShakeMag | 135.0 | ||||||||
ShakeVert | 8.0 | ||||||||
SoundRadius | 64 | ||||||||
SoundVolume | 255 | ||||||||
ThirdPersonMesh | LodMesh'UnrealI.SMini3' |
Instance functions
AltFire
function AltFire (float Value)
Overrides: Weapon.AltFire
Fire
function Fire (float Value)
Overrides: Weapon.Fire
GenerateBullet
function GenerateBullet ()
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
States
AltFiring
AltFiring.AnimEnd
event AnimEnd ()
Overrides: Actor.AnimEnd (global)
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)
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)
Idle
NormalFire
NormalFire.AnimEnd
event AnimEnd ()
Overrides: Actor.AnimEnd (global)
NormalFire.EndState
event EndState ()
Overrides: Object.EndState (global)
NormalFire.Tick
event Tick (float DeltaTime)
Overrides: Actor.Tick (global)