Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:BioRifle (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- XWeapons
- Direct subclass:
- ClassicBioRifle
- This class in other games:
- UT2003
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.55 | ||||||||||
AttachmentClass | Class'XWeapons.BioAttachment' | ||||||||||
BobDamping | 2.2 | ||||||||||
CenteredOffsetY | -8.0 | ||||||||||
CurrentRating | 0.55 | ||||||||||
CustomCrosshair | 7 | ||||||||||
CustomCrossHairColor |
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CustomCrossHairScale | 1.333 | ||||||||||
CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Triad1" | ||||||||||
Description | "The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. | Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target." | |||||||||
DisplayFOV | 60.0 | ||||||||||
EffectOffset |
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FireModeClass[0] | XWeapons.BioFire | ||||||||||
FireModeClass[1] | XWeapons.BioChargedFire | ||||||||||
HudColor |
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IconCoords |
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IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
InventoryGroup | 3 | ||||||||||
ItemName | "Bio-Rifle" | ||||||||||
Mesh | Mesh'Weapons.BioRifle_1st' | ||||||||||
PickupClass | Class'XWeapons.BioRiflePickup' | ||||||||||
PlayerViewOffset |
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PlayerViewPivot |
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Priority | 4 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectForce | "SwitchToFlakCannon" | ||||||||||
SelectSound | Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon' | ||||||||||
SmallViewOffset |
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Functions[edit]
Events[edit]
AnimEnd[edit]
simulated event AnimEnd (int Channel)
Overrides: Weapon.AnimEnd
Other instance functions[edit]
BestMode[edit]
function byte BestMode ()
Overrides: Weapon.BestMode
DropFrom[edit]
function DropFrom (Object.Vector StartLocation)
Overrides: Weapon.DropFrom
GetAIRating[edit]
function float GetAIRating ()
Overrides: Weapon.GetAIRating
HasAmmo[edit]
simulated function bool HasAmmo ()
Overrides: Weapon.HasAmmo
SuggestAttackStyle[edit]
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle