Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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

FireAnims

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

Type: int


OwnerLocation

Type: Object.Vector


StillStart

Type: float


StillTime

Type: float


Default values

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

Events

Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

AltFire

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


ClientAltFire

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire


Finish

function Finish ()

Overrides: TournamentWeapon.Finish


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PostRender

simulated function PostRender (Canvas Canvas)

Overrides: Weapon.PostRender


ProcessTraceHit

function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: Weapon.ProcessTraceHit


RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand

function setHand (float Hand)

Overrides: Weapon.setHand


TraceFire

function TraceFire (float Accuracy)

Overrides: Weapon.TraceFire


States

Idle

Idle.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Idle.EndState

event EndState ()

Overrides: Object.EndState (global)


Idle.Fire

function Fire (float Value)

Overrides: TournamentWeapon.Fire (global)


NormalFire

NormalFire.EndState

event EndState ()

Overrides: Object.EndState (global)


Zooming

Zooming.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Zooming.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)