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UE2:BallLauncher (UT2003)

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UT2003 Object >> Actor >> Inventory >> Weapon >> BallLauncher
Package: 
XWeapons
This class in other games:
UT2004

null

Properties[edit]

Property group 'BallLauncher'[edit]

HealRate[edit]

Type: float


Default value: 5.0

launchedBall[edit]

Type: bool

Modifiers: transient


PassAmbient[edit]

Type: Sound


Default value: Sound'IndoorAmbience.Machinery36'

PassTarget[edit]

Type: Pawn

Modifiers: transient


PassTargetLocked[edit]

Type: Sound


Default value: Sound'WeaponSounds.BLockon1'

PassTargetLockedForce[edit]

Type: string


Default value: "LockOn"

PassTargetLost[edit]

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

PassTargetLostForce[edit]

Type: string


Default value: "SeekLost"

Internal variables[edit]

AITarget[edit]

Type: Actor

used by AI

HealAccum[edit]

Type: float

Modifiers: transient


SwitchTestTime[edit]

Type: float

Modifiers: transient


Default values[edit]

Property Value
AIRating 0.1
AttachmentClass Class'XWeapons.BallAttachment'
bCanThrow False
bForceSwitch True
bNotInPriorityList True
bNoVoluntarySwitch True
BobDamping 2.2
CenteredOffsetY -5.0
CenteredRoll 5000
CenteredYaw -300
CurrentRating 0.1
DefaultPriority 13
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 30.0
Y 10.0
Z -10.0
FireModeClass[0] XWeapons.BallShoot
FireModeClass[1] XWeapons.BallTarget
InventoryGroup 15
ItemName "Ball Launcher"
Mesh Mesh'Weapons.BallLauncher_1st'
PlayerViewOffset
Member Value
X 11.0
Y 0.0
Z 0.0
PlayerViewPivot
Member Value
Pitch 0
Roll 0
Yaw 0
PutDownAnim 'PutDown'
SelectForce "ballgun_change"
SelectSound Sound'WeaponSounds.ballgun_change'
SmallViewOffset
Member Value
X 23.0
Y 6.0
Z -6.0
UV2Texture Material'XGameShaders.WeaponEnvShader'

Functions[edit]

Events[edit]

Tick[edit]

simulated event Tick (float dt)

Overrides: Actor.Tick


Other instance functions[edit]

BotFire[edit]

function bool BotFire (bool bFinished, optional name FiringMode)

Overrides: Weapon.BotFire


BringUp[edit]

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


DrawWeaponInfo[edit]

simulated function DrawWeaponInfo (Canvas Canvas)

Overrides: Weapon.DrawWeaponInfo


HasAmmo[edit]

simulated function bool HasAmmo ()

Overrides: Weapon.HasAmmo


ModifyPawn[edit]

function ModifyPawn (float dt)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.NextWeapon


OutOfAmmo[edit]

simulated function OutOfAmmo ()

Overrides: Weapon.OutOfAmmo


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.PrevWeapon


PutDown[edit]

simulated function bool PutDown ()

Overrides: Weapon.PutDown


RecommendWeapon[edit]

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Weapon.RecommendWeapon


SetAITarget[edit]

function SetAITarget (Actor T)

Overrides: Weapon.SetAITarget


SetPassTarget[edit]

function SetPassTarget (Pawn passTarg)


ShootHoop[edit]

function bool ShootHoop (Controller B, Object.Vector ShootLoc)

Overrides: Weapon.ShootHoop


StartFire[edit]

simulated function bool StartFire (int modeNum)

Overrides: Weapon.StartFire


SynchronizeWeapon[edit]

function SynchronizeWeapon (Weapon ClientWeapon)

Overrides: Weapon.SynchronizeWeapon