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UE2:AssaultRifle (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> AssaultRifle
Package: 
Weapons
Direct subclass:
WeaponAutoTurret
This class in other games:
UT2003, UT2004

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Properties

AltMuzzleflash

Type: ParticleGenerator


Angle

Type: float


DesiredAngle

Type: float


LastTimeSeconds

Type: float


MuzzleflashA

Type: ParticleGenerator


MuzzleflashB

Type: ParticleGenerator


ReloadDustA

Type: ParticleGenerator


ReloadDustB

Type: ParticleGenerator


ReloadDustC

Type: ParticleGenerator


VentflashA

Type: ParticleGenerator


VentflashB

Type: ParticleGenerator


VentflashC

Type: ParticleGenerator


Default values

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

Events

Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions

GetCrosshairAngle210

function interface float GetCrosshairAngle210 ()


GetCrosshairAngle330

function interface float GetCrosshairAngle330 ()


GetCrosshairAngle90

function interface float GetCrosshairAngle90 ()


HandleLastRound

simulated function HandleLastRound ()


HandleTargetDetails

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

Overrides: Weapon.HandleTargetDetails


HandleTraceImpact

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

Overrides: Weapon.HandleTraceImpact


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayReloading

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


SetupAttachments

simulated function SetupAttachments ()


UpdateAttachments

simulated function UpdateAttachments ()


UpdateCrosshair

simulated function UpdateCrosshair (Canvas Canvas)

Overrides: Weapon.UpdateCrosshair


States

Firing

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: Fire

Firing.EndState

simulated event EndState ()

Overrides: Weapon.Firing.EndState