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UE2:AssaultRifle (UT2004)
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Assault Rifle
Properties[edit]
bDualMode[edit]
Type: bool
bFireLeft[edit]
Type: bool
bWasDualMode[edit]
Type: bool
DualPickupTime[edit]
Type: float
OffhandActor[edit]
Type: AssaultAttachment
Default values[edit]
Property | Value | ||||||||||
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AIRating | 0.4 | ||||||||||
AttachmentClass | Class'XWeapons.AssaultAttachment' | ||||||||||
BobDamping | 1.7 | ||||||||||
bShowChargingBar | True | ||||||||||
CenteredOffsetY | -5.0 | ||||||||||
CenteredRoll | 3000 | ||||||||||
CenteredYaw | -1500 | ||||||||||
CurrentRating | 0.4 | ||||||||||
CustomCrosshair | 4 | ||||||||||
CustomCrossHairScale | 0.6667 | ||||||||||
CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Cross5" | ||||||||||
Description | The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies. Pick up a second assault rifle to double your fire power." | ||||||||||
DisplayFOV | 70.0 | ||||||||||
DrawScale | 0.8 | ||||||||||
EffectOffset |
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FireModeClass[0] | XWeapons.AssaultFire | ||||||||||
FireModeClass[1] | XWeapons.AssaultGrenade | ||||||||||
HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
HudColor |
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IconCoords |
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IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
InventoryGroup | 2 | ||||||||||
ItemName | "Assault Rifle" | ||||||||||
LightBrightness | 255.0 | ||||||||||
LightEffect | LE_NonIncidence | ||||||||||
LightHue | 30 | ||||||||||
LightPeriod | 3 | ||||||||||
LightRadius | 4.0 | ||||||||||
LightSaturation | 150 | ||||||||||
LightType | LT_Pulse | ||||||||||
Mesh | Mesh'NewWeapons2004.AssaultRifle' | ||||||||||
OldCenteredOffsetY | 0.0 | ||||||||||
OldCenteredRoll | 3000 | ||||||||||
OldMesh | Mesh'Weapons.AssaultRifle_1st' | ||||||||||
OldPickup | "WeaponStaticMesh.AssaultRiflePickup" | ||||||||||
OldPlayerViewOffset |
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OldPlayerViewPivot |
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OldSmallViewOffset |
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PickupClass | Class'XWeapons.AssaultRiflePickup' | ||||||||||
PlayerViewOffset |
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PlayerViewPivot |
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Priority | 3 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectForce | "SwitchToAssaultRifle" | ||||||||||
SelectSound | Sound'WeaponSounds.AssaultRifle.SwitchToAssaultRifle' | ||||||||||
SmallViewOffset |
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Functions[edit]
Events[edit]
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
RenderOverlays[edit]
simulated event RenderOverlays (Canvas Canvas)
Overrides: Weapon.RenderOverlays
Other instance functions[edit]
AttachToPawn[edit]
function AttachToPawn (Pawn P)
Overrides: Inventory.AttachToPawn
BestMode[edit]
function byte BestMode ()
Overrides: Weapon.BestMode
ChargeBar[edit]
simulated function float ChargeBar ()
Overrides: Weapon.ChargeBar
DetachFromPawn[edit]
simulated function DetachFromPawn (Pawn P)
Overrides: Weapon.DetachFromPawn
DrawWeaponInfo[edit]
simulated function DrawWeaponInfo (Canvas Canvas)
Overrides: Weapon.DrawWeaponInfo
GetAIRating[edit]
function float GetAIRating ()
Overrides: Weapon.GetAIRating
HandlePickupQuery[edit]
Overrides: Weapon.HandlePickupQuery
Loaded[edit]
simulated function Loaded ()
Overrides: Weapon.Loaded
MaxAmmo[edit]
Overrides: Weapon.MaxAmmo
NewDrawWeaponInfo[edit]
Overrides: Weapon.NewDrawWeaponInfo
RenderDualOverlay[edit]
simulated function RenderDualOverlay (Canvas Canvas)
WeaponCentered[edit]
simulated function bool WeaponCentered ()
Overrides: Weapon.WeaponCentered