Cogito, ergo sum

UE2:AssaultRifle (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon >> AssaultRifle
Package: 
Weapons
Direct subclass:
WeaponAutoTurret
This class in other games:
UT2003, UT2004

null

Properties[edit]

AltMuzzleflash[edit]

Type: ParticleGenerator


Angle[edit]

Type: float


DesiredAngle[edit]

Type: float


LastTimeSeconds[edit]

Type: float


MuzzleflashA[edit]

Type: ParticleGenerator


MuzzleflashB[edit]

Type: ParticleGenerator


ReloadDustA[edit]

Type: ParticleGenerator


ReloadDustB[edit]

Type: ParticleGenerator


ReloadDustC[edit]

Type: ParticleGenerator


VentflashA[edit]

Type: ParticleGenerator


VentflashB[edit]

Type: ParticleGenerator


VentflashC[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
AmmoAmount[0] 75
AmmoAmount[1] 75
AmmoFlags[0]
Member Value
bAmbientFireSound True
bInstantHit True
bRapidFire True
AmmoUsed[1] 5
AnimFireEnd[0] 'FireEnd'
AttachmentClass Class'Weapons.AssaultAttachment'
AutoSwitchPriority 15
BloodEffect[0] Class'Weapons.Blood'
Crosshair "Crosshair_AR"
Damage[0] 20
DirtEffect[0] Class'Weapons.Dirt'
FireEndSound[0] Sound'WeaponsA.AssaultRifle.AR_FireEnd'
FireLastDownTime[0] 1.125
FireLastDownTime[1] 1.6
FireLastReloadTime[0] 2.166
FireLastReloadTime[1] 2.8
FireLastRoundSound[0] Sound'WeaponsA.AssaultRifle.AR_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.AssaultRifle.AR_AltFireLastRound'
FireLastRoundTime[0] 0.625
FireLastRoundTime[1] 1.1
FireOffset
Member Value
X 40.0
Y 12.0
Z -32.0
FireSound[0] Sound'WeaponsA.AssaultRifle.AR_Fire'
FireSound[1] Sound'WeaponsA.AssaultRifle.AR_AltFire'
FireTime[0] 0.1
FireTime[1] 1.0
GroupOffset 1
IconIndex 3
ItemID "AR"
ItemName "Assault Rifle"
MaxAmmo[0] 225
MaxAmmo[1] 225
Mesh SkeletalMesh'WeaponsK.AR_FP'
MomentumTransfer[0] 2000.0
MyDamageType[0] Class'U2.AssaultDamage'
PickupAmmoCount 300
PlayerViewOffset
Member Value
X 20.0
Y 4.0
Z -30.0
ProjectileClass[1] Class'Weapons.AssaultProjectileAlt'
ReloadSound Sound'WeaponsA.AssaultRifle.AR_Reload'
ReloadTime 2.16
ReloadUnloadedSound Sound'WeaponsA.AssaultRifle.AR_ReloadUnloaded'
ReloadUnloadedTime 1.83
SelectSound Sound'WeaponsA.AssaultRifle.AR_Select'
ShakeMag[0] 3.0
ShakeMag[1] 10.0
ShakeTime[0] 1.5
ShakeTime[1] 0.3
SoundRadius 400.0
SparkEffect[0] Class'Weapons.Sparks'
TraceDist 4800.0
TraceSpread[0] 6.0
TraceSpread[1] 3.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

GetCrosshairAngle210[edit]

function interface float GetCrosshairAngle210 ()


GetCrosshairAngle330[edit]

function interface float GetCrosshairAngle330 ()


GetCrosshairAngle90[edit]

function interface float GetCrosshairAngle90 ()


HandleLastRound[edit]

simulated function HandleLastRound ()


HandleTargetDetails[edit]

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)

Overrides: Weapon.HandleTargetDetails


HandleTraceImpact[edit]

function HandleTraceImpact (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Weapon.HandleTraceImpact


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayReloading[edit]

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


SetupAttachments[edit]

simulated function SetupAttachments ()


UpdateAttachments[edit]

simulated function UpdateAttachments ()


UpdateCrosshair[edit]

simulated function UpdateCrosshair (Canvas Canvas)

Overrides: Weapon.UpdateCrosshair


States[edit]

Firing[edit]

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: Fire

Firing.EndState[edit]

simulated event EndState ()

Overrides: Weapon.Firing.EndState