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UE2:BioChargedFire (UT2003)
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Object >> Actor >> WeaponFire >> ProjectileFire >> BioChargedFire |
Contents
- Package:
- XWeapons
- Direct subclass:
- ClassicBioChargedFire
- This class in other games:
- UT2004
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Properties
Property group 'BioChargedFire'
GoopLoad
Type: int
GoopUpRate
Type: float
Default value: 0.25
HoldSound
Type: Sound
Default value: Sound'WeaponSounds.BioRifle.BioRiflePowerUp'
MaxGoopLoad
Type: int
Default value: 10
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AmmoClass | Class'XWeapons.BioAmmo' | ||||||||
bFireOnRelease | True | ||||||||
BotRefireRate | 0.5 | ||||||||
bRecommendSplashDamage | True | ||||||||
bSplashDamage | True | ||||||||
bTossed | True | ||||||||
FireEndAnim | 'None' | ||||||||
FireForce | "BioRifleFire" | ||||||||
FireRate | 0.33 | ||||||||
FireSound | Sound'WeaponSounds.BioRifle.BioRifleFire' | ||||||||
ProjectileClass | Class'XWeapons.BioGlob' | ||||||||
ProjSpawnOffset |
|
||||||||
ShakeOffsetMag |
|
||||||||
ShakeOffsetRate |
|
||||||||
ShakeOffsetTime | 2.0 | ||||||||
ShakeRotMag |
|
||||||||
ShakeRotRate |
|
||||||||
ShakeRotTime | 2.0 | ||||||||
WarnTargetPct | 0.8 |
Functions
Events
ModeHoldFire
event ModeHoldFire ()
Overrides: WeaponFire.ModeHoldFire
Other instance functions
AllowFire
simulated function bool AllowFire ()
Overrides: WeaponFire.AllowFire
DrawMuzzleFlash
function DrawMuzzleFlash (Canvas Canvas)
Overrides: WeaponFire.DrawMuzzleFlash
InitEffects
function InitEffects ()
Overrides: WeaponFire.InitEffects
MaxRange
function float MaxRange ()
Overrides: WeaponFire.MaxRange
PlayFiring
simulated function PlayFiring ()
Overrides: WeaponFire.PlayFiring
PlayStartHold
simulated function PlayStartHold ()
Overrides: WeaponFire.PlayStartHold
SpawnProjectile
Overrides: ProjectileFire.SpawnProjectile
StartBerserk
function StartBerserk ()
Overrides: WeaponFire.StartBerserk
StopBerserk
function StopBerserk ()
Overrides: WeaponFire.StopBerserk
States
Hold
Hold.BeginState
simulated event BeginState ()
Overrides: Object.BeginState (global)
Hold.EndState
simulated event EndState ()
Overrides: Object.EndState (global)
Hold.Timer
simulated event Timer ()
Overrides: Actor.Timer (global)