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UE2:EnergyCannon (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> TurretWeapon >> EnergyCannon
Package: 
Weapons

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Properties[edit]

EffectLocationA[edit]

Type: Object.Vector


EffectLocationB[edit]

Type: Object.Vector


EffectRotation[edit]

Type: Object.Rotator


FireA[edit]

Type: ParticleGenerator


FireB[edit]

Type: ParticleGenerator


MuzzleflashA[edit]

Type: ParticleGenerator


MuzzleFlashB[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
AmmoAmount[0] 9999
AmmoFlags[0]
Member Value
bRapidFire True
AttachmentClass Class'Weapons.EnergyCannonAttachment'
AutoSwitchPriority 8
Crosshair "Crosshair_ER"
EnergyCost 0.0010
FireLastDownTime[0] 2.0
FireLastReloadTime[0] 2.0
FireLastRoundSound[0] Sound'WeaponsA.EnergyRifle.ER_FireLastRound'
FireLastRoundTime[0] 2.0
FirePitch[0]
Member Value
A 0.95
FireSound[0] Sound'WeaponsA.EnergyRifle.ER_Fire'
FireTime[0] 0.1
GroupOffset 1
IconIndex 7
InventoryGroup 4
ItemID "ER"
ItemName "Energy Cannon"
MaxAmmo[0] 9999
PickupAmmoCount 9999
PlayerViewOffset
Member Value
X 22.0
Y 1.0
Z -34.0
ReloadSound Sound'WeaponsA.EnergyRifle.ER_Reload'
ReloadTime 1.8
ReloadUnloadedSound Sound'WeaponsA.EnergyRifle.ER_ReloadUnloaded'
ReloadUnloadedTime 1.8
SelectSound Sound'WeaponsA.EnergyRifle.ER_Select'
ShakeMag[0] 1.0
SoundVolume 255

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

AuthorityFire[edit]

function AuthorityFire ()

Overrides: Weapon.AuthorityFire


EverywhereFire[edit]

simulated function EverywhereFire ()

Overrides: Weapon.EverywhereFire


GetProjSpeed[edit]

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


HandleTargetDetails[edit]

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

Overrides: Weapon.HandleTargetDetails


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


States[edit]

Firing[edit]

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

Firing.BeginState[edit]

simulated event BeginState ()

Overrides: Weapon.Firing.BeginState


Firing.EndState[edit]

simulated event EndState ()

Overrides: Weapon.Firing.EndState


Firing.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)