I don't need to test my programs. I have an error-correcting modem.

UE1:PulseGun (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> PulseGun
Package: 
BotPack

PulseGun.

Properties[edit]

Property group 'PulseGun'[edit]

DownSound[edit]

Type: Sound


Default value: Sound'Botpack.PulseGun.PulseDown'

Internal variables[edit]

Angle[edit]

Type: float


Count[edit]

Type: float


PlasmaBeam[edit]

Type: PBolt


Default values[edit]

Property Value
AIRating 0.7
AltFireSound Sound'Botpack.PulseGun.PulseBolt'
AltProjectileClass Class'BotPack.StarterBolt'
AltRefireRate 0.99
AmmoName Class'BotPack.PAmmo'
AutoSwitchPriority 5
bMuzzleFlashParticles True
bNoSmooth False
bRapidFire True
CollisionRadius 32.0
DeathMessage "%o ate %k's burning plasma death."
FireOffset
Member Value
X 15.0
Y -15.0
Z 2.0
FireSound Sound'Botpack.PulseGun.PulseFire'
FlashLength 0.02
Icon Texture'Botpack.Icons.UsePulse'
InstFlash -0.15
InstFog
Member Value
X 139.0
Y 218.0
Z 72.0
InventoryGroup 5
ItemName "Pulse Gun"
Mesh LodMesh'Botpack.PulsePickup'
MessageNoAmmo " has no Plasma."
MuzzleFlashMesh LodMesh'Botpack.muzzPF3'
MuzzleFlashScale 0.4
MuzzleFlashStyle STY_Translucent
MuzzleFlashTexture Texture'Botpack.Skins.MuzzyPulse'
NameColor
Member Value
B 128
R 128
PickupAmmoCount 60
PickupMessage "You got a Pulse Gun"
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.PulsePickup'
PlayerViewMesh LodMesh'Botpack.PulseGunR'
PlayerViewOffset
Member Value
X 1.5
Z -2.0
ProjectileClass Class'BotPack.PlasmaSphere'
RefireRate 0.95
SelectSound Sound'Botpack.PulseGun.PulsePickup'
ShakeMag 135.0
ShakeVert 8.0
SoundRadius 64
SoundVolume 255
StatusIcon Texture'Botpack.Icons.UsePulse'
ThirdPersonMesh LodMesh'Botpack.PulseGun3rd'
ThirdPersonScale 0.4
WeaponDescription "Classification: Plasma Rifle\n\nPrimary Fire: Medium sized, fast moving plasma balls are fired at a fast rate of fire.\n\nSecondary Fire: A bolt of green lightning is expelled for 100 meters, which will shock all opponents.\n\nTechniques: Firing and keeping the secondary fire's lightning on an opponent will melt them in seconds."

Functions[edit]

Events[edit]

AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd


Destroyed[edit]

simulated event Destroyed ()

Overrides: Weapon.Destroyed


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


RenderTexture[edit]

simulated event RenderTexture (ScriptedTexture Tex)

Overrides: Actor.RenderTexture


Other instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


PlayAltFiring[edit]

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlaySpinDown[edit]

simulated function PlaySpinDown ()


RateSelf[edit]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand[edit]

function setHand (float Hand)

Overrides: Weapon.setHand


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


TweenDown[edit]

simulated function TweenDown ()

Overrides: TournamentWeapon.TweenDown


States[edit]

AltFiring[edit]

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AnimEnd

AltFiring.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ClientAltFiring[edit]

ClientAltFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


ClientFiring[edit]

ClientFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


ClientFiring.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Idle[edit]

NormalFire[edit]

Inherits from: TournamentWeapon.NormalFire

Ignores: NormalFire.AnimEnd

NormalFire.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


NormalFire.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


NormalFire.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


NormalFire.ProjectileFire[edit]

function Projectile ProjectileFire (class<ProjectileProjClass, float ProjSpeed, bool bWarn)

Overrides: Weapon.ProjectileFire (global)