My program doesn't have bugs. It just develops random features.

UE2:AssaultAttachment (UT2004)

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UT2004 Object >> Actor >> InventoryAttachment >> WeaponAttachment >> xWeaponAttachment >> AssaultAttachment
Package: 
XWeapons
This class in other games:
U2, UT2003

null

Properties[edit]

AimAlpha[edit]

Type: float


bDualGun[edit]

Type: bool


mMuzFlash3rd[edit]

Type: xEmitter


mMuzFlash3rdAlt[edit]

Type: xEmitter


mMuzFlashClass[edit]

Type: class<xEmitter>


Default value: Class'XEffects.AssaultMuzFlash3rd'

OldSpawnHitCount[edit]

Type: byte


TwinGun[edit]

Type: AssaultAttachment


Default values[edit]

Property Value
bRapidFire True
DrawScale 0.3
LightBrightness 255.0
LightEffect LE_NonIncidence
LightHue 30
LightPeriod 3
LightRadius 4.0
LightSaturation 150
LightType LT_Pulse
Mesh Mesh'NewWeapons2004.NewAssaultRifle_3rd'
RelativeLocation
Member Value
X -20.0
Y -5.0
Z 0.0
RelativeRotation
Member Value
Pitch 32768
SplashEffect Class'XGame.BulletSplash'

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


ThirdPersonEffects[edit]

simulated event ThirdPersonEffects ()

Overrides: xWeaponAttachment.ThirdPersonEffects


Tick[edit]

simulated event Tick (float deltatime)

Overrides: Actor.Tick


Other instance functions[edit]

Hide[edit]

simulated function Hide (bool NewbHidden)

Overrides: xWeaponAttachment.Hide


MakeMuzzleFlash[edit]

simulated function MakeMuzzleFlash ()


SetOverlayMaterial[edit]

simulated function SetOverlayMaterial (Material mat, float time, bool bOverride)

Overrides: Actor.SetOverlayMaterial


UpdateHit[edit]

function UpdateHit (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: WeaponAttachment.UpdateHit