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UE1:SniperRifle (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> SniperRifle
Package: 
BotPack
This class in other games:
UT2003, UT2004, U2

SniperRifle A military redesign of the rifle.

Properties[edit]

FireAnims[edit]

Type: name

Array size: 5


Default value, index 0: 'Fire'

Default value, index 1: 'Fire2'

Default value, index 2: 'Fire3'

Default value, index 3: 'Fire4'

Default value, index 4: 'Fire5'

NumFire[edit]

Type: int


OwnerLocation[edit]

Type: Object.Vector


StillStart[edit]

Type: float


StillTime[edit]

Type: float


Default values[edit]

Property Value
AIRating 0.54
AltDamageType 'Decapitated'
AltRefireRate 0.3
AmmoName Class'BotPack.BulletBox'
AutoSwitchPriority 5
bAltInstantHit True
bDrawMuzzleFlash True
bInstantHit True
bMuzzleFlashParticles True
bNoSmooth False
BobDamping 0.975
CollisionHeight 8.0
CollisionRadius 32.0
DeathMessage "%k put a bullet through %o's head."
FireOffset
Member Value
Y -5.0
Z -2.0
FireSound Sound'Botpack.SniperRifle.SniperFire'
FiringSpeed 1.8
FlashC 0.031
FlashLength 0.013
FlashO 0.014
FlashS 256
FlashY 0.11
Icon Texture'Botpack.Icons.UseRifle'
InventoryGroup 10
ItemName "Sniper Rifle"
Mesh LodMesh'Botpack.RiflePick'
MFTexture Texture'Botpack.Rifle.MuzzleFlash2'
MuzzleFlashMesh LodMesh'Botpack.muzzsr3'
MuzzleFlashScale 0.1
MuzzleFlashStyle STY_Translucent
MuzzleFlashTexture Texture'Botpack.Skins.Muzzy3'
MuzzleScale 1.0
MyDamageType 'shot'
NameColor
Member Value
G 0
R 0
PickupAmmoCount 8
PickupMessage "You got a Sniper Rifle."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.RiflePick'
PlayerViewMesh LodMesh'Botpack.Rifle2m'
PlayerViewOffset
Member Value
X 5.0
Y -1.6
Z -1.7
PlayerViewScale 2.0
RefireRate 0.6
Rotation
Member Value
Roll -1536
SelectSound Sound'UnrealI.Rifle.RiflePickup'
ShakeMag 400.0
ShakeTime 0.15
ShakeVert 8.0
StatusIcon Texture'Botpack.Icons.UseRifle'
ThirdPersonMesh LodMesh'Botpack.RifleHand'
WeaponDescription "Classification: Long Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Can kill instantly when applied to the cranium of opposing forces. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!"

Functions[edit]

Events[edit]

Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire


Finish[edit]

function Finish ()

Overrides: TournamentWeapon.Finish


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PostRender[edit]

simulated function PostRender (Canvas Canvas)

Overrides: Weapon.PostRender


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]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand[edit]

function setHand (float Hand)

Overrides: Weapon.setHand


TraceFire[edit]

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


States[edit]

Idle[edit]

Idle.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Idle.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Idle.Fire[edit]

function Fire (float Value)

Overrides: TournamentWeapon.Fire (global)


NormalFire[edit]

NormalFire.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Zooming[edit]

Zooming.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Zooming.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)