My program doesn't have bugs. It just develops random features.
UE1:Rifle (RTNP)
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Contents
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Rifle.
Properties[edit]
NumFire[edit]
Type: int
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.7 | ||||||||
AltRefireRate | 0.3 | ||||||||
AmmoName | Class'UnrealI.RifleAmmo' | ||||||||
AutoSwitchPriority | 9 | ||||||||
bAltInstantHit | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
CollisionHeight | 8.0 | ||||||||
CollisionRadius | 28.0 | ||||||||
DeathMessage | "%k put a bullet through %o's head." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'UnrealI.Rifle.RifleShot' | ||||||||
InventoryGroup | 9 | ||||||||
ItemName | "Sniper Rifle" | ||||||||
Mesh | LodMesh'UnrealI.RiPick' | ||||||||
PickupAmmoCount | 8 | ||||||||
PickupMessage | "You got the Rifle" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UnrealI.RiPick' | ||||||||
PlayerViewMesh | LodMesh'UnrealI.RifleM' | ||||||||
PlayerViewOffset |
|
||||||||
RefireRate | 0.6 | ||||||||
SelectSound | Sound'UnrealI.Rifle.RiflePickup' | ||||||||
ShakeMag | 400.0 | ||||||||
ShakeTime | 0.15 | ||||||||
ShakeVert | 8.0 | ||||||||
ThirdPersonMesh | LodMesh'UnrealI.Rifle3rd' |
Functions[edit]
Events[edit]
Timer[edit]
event Timer ()
Overrides: Actor.Timer
Other instance functions[edit]
AltFire[edit]
function AltFire (float Value)
Overrides: Weapon.AltFire
Finish[edit]
function Finish ()
Overrides: Weapon.Finish
PlayAltFiring[edit]
function PlayAltFiring ()
Overrides: Weapon.PlayAltFiring
PlayFiring[edit]
function PlayFiring ()
Overrides: Weapon.PlayFiring
PlayIdleAnim[edit]
function PlayIdleAnim ()
Overrides: Weapon.PlayIdleAnim
ProcessTraceHit[edit]
function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)
Overrides: Weapon.ProcessTraceHit
RateSelf[edit]
Overrides: Weapon.RateSelf
States[edit]
AltFiring[edit]
AltFiring.Timer[edit]
event Timer ()
Overrides: Timer (global)
Idle[edit]
Idle.BeginState[edit]
event BeginState ()
Overrides: Object.BeginState (global)
Idle.EndState[edit]
event EndState ()
Overrides: Object.EndState (global)
Idle.AltFire[edit]
function AltFire (float Value)
Overrides: AltFire (global)
Idle.Fire[edit]
function Fire (float Value)
Overrides: Weapon.Fire (global)
NormalFire[edit]
NormalFire.AltFire[edit]
function AltFire (float F)
Overrides: Weapon.NormalFire.AltFire
NormalFire.Fire[edit]
function Fire (float F)
Overrides: Weapon.NormalFire.Fire