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UE1:PulseGun (UT)

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

PulseGun.

Properties

Property group 'PulseGun'

DownSound

Type: Sound


Default value: Sound'Botpack.PulseGun.PulseDown'

Internal variables

Angle

Type: float


Count

Type: float


PlasmaBeam

Type: PBolt


Default values

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

Events

AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd


Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


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


PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlaySpinDown

simulated function PlaySpinDown ()


RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand

function setHand (float Hand)

Overrides: Weapon.setHand


SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


TweenDown

simulated function TweenDown ()

Overrides: TournamentWeapon.TweenDown


States

AltFiring

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AnimEnd

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


ClientFiring

ClientFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


ClientFiring.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Idle

NormalFire

Inherits from: TournamentWeapon.NormalFire

Ignores: 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)


NormalFire.ProjectileFire

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

Overrides: Weapon.ProjectileFire (global)