Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:EnergyRifle (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Weapons
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Properties[edit]
FireA[edit]
Type: ParticleGenerator
FireB[edit]
Type: ParticleGenerator
MuzzleflashA[edit]
Type: ParticleGenerator
MuzzleflashB[edit]
Type: ParticleGenerator
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AmmoAmount[0] | 30 | ||||||||
AmmoAmount[1] | 30 | ||||||||
AmmoFlags[0] |
|
||||||||
AmmoFlags[1] |
|
||||||||
AmmoUsed[1] | 10 | ||||||||
AttachmentClass | Class'Weapons.EnergyRifleAttachment' | ||||||||
AutoSwitchPriority | 8 | ||||||||
Crosshair | "Crosshair_ER" | ||||||||
FireLastDownTime[0] | 2.07 | ||||||||
FireLastDownTime[1] | 2.25 | ||||||||
FireLastReloadTime[0] | 2.8 | ||||||||
FireLastReloadTime[1] | 2.265 | ||||||||
FireLastRoundSound[0] | Sound'WeaponsA.EnergyRifle.ER_FireLastRound' | ||||||||
FireLastRoundSound[1] | Sound'WeaponsA.EnergyRifle.ER_AltFireLastRound' | ||||||||
FireLastRoundTime[0] | 1.44 | ||||||||
FireLastRoundTime[1] | 1.44 | ||||||||
FirePitch[0] |
|
||||||||
FireSound[0] | Sound'WeaponsA.EnergyRifle.ER_Fire' | ||||||||
FireSound[1] | Sound'WeaponsA.EnergyRifle.ER_AltFire' | ||||||||
FireTime[0] | 0.3 | ||||||||
FireTime[1] | 2.0 | ||||||||
GroupOffset | 1 | ||||||||
IconIndex | 7 | ||||||||
InventoryGroup | 4 | ||||||||
ItemID | "ER" | ||||||||
ItemName | "Energy Rifle" | ||||||||
MaxAmmo[0] | 120 | ||||||||
MaxAmmo[1] | 120 | ||||||||
Mesh | SkeletalMesh'WeaponsK.ER_FP' | ||||||||
PickupAmmoCount | 150 | ||||||||
PlayerViewOffset |
|
||||||||
ProjectileClass[1] | Class'Weapons.EMPProjectile' | ||||||||
ReloadSound | Sound'WeaponsA.EnergyRifle.ER_Reload' | ||||||||
ReloadTime | 2.33 | ||||||||
ReloadUnloadedSound | Sound'WeaponsA.EnergyRifle.ER_ReloadUnloaded' | ||||||||
ReloadUnloadedTime | 1.5 | ||||||||
SelectSound | Sound'WeaponsA.EnergyRifle.ER_Select' | ||||||||
ShakeMag[0] | 1.0 | ||||||||
ShakeMag[1] | 15.0 | ||||||||
ShakeTime[1] | 0.8 | ||||||||
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]
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
UpdatePrimaryFireAttachments[edit]
simulated function UpdatePrimaryFireAttachments ()
States[edit]
Firing[edit]
Inherits from: Weapon.Firing
Modifiers: simulated
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)
Firing.UpdatePrimaryFireAttachments[edit]
simulated function UpdatePrimaryFireAttachments ()
Overrides: UpdatePrimaryFireAttachments (global)