My program doesn't have bugs. It just develops random features.

UE1:Minigun (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:12, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
RTNP Object >> Actor >> Inventory >> Weapon >> Minigun
Package: 
UnrealI
This class in other games:
U1, UT, UT2003, UT2004

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
Member Value
Y -5.0
Z -4.0
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
Member Value
X 5.6
Y -1.5
Z -1.8
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)