I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:Flamethrower (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon >> Flamethrower
Package: 
Weapons

null

Properties[edit]

Property group 'Flamethrower'[edit]

MaxCrossX[edit]

Type: int


Default value: 128

MaxCrossY[edit]

Type: int


Default value: 64

MinCrossX[edit]

Type: int


Default value: 24

MinCrossY[edit]

Type: int


Default value: 12

Internal variables[edit]

CrossX[edit]

Type: int


CrossY[edit]

Type: int


FireLight[edit]

Type: Vehicles.FT_Light

Array size: 3


Pct[edit]

Type: float


PilotA[edit]

Type: ParticleGenerator


PilotB[edit]

Type: ParticleGenerator


PrimaryFire[edit]

Type: ParticleGenerator


SecondaryFire[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
AmmoAmount[0] 80
AmmoAmount[1] 80
AmmoFlags[0]
Member Value
bAmbientFireSound True
bRapidFire True
AmmoFlags[1]
Member Value
bAmbientFireSound True
bRapidFire True
AnimFire[1] 'Fire'
AnimFireEnd[0] 'FireEnd'
AnimFireEnd[1] 'FireEnd'
AnimFireLastDown[1] 'FireLastDown'
AnimFireLastReload[1] 'FireLastReload'
AnimFireLastRound[1] 'FireLastRound'
AttachmentClass Class'Weapons.FlamethrowerAttachment'
AutoSwitchPriority 4
Crosshair "Crosshair_FT"
DisplayFOV 90.0
DownTime 0.8
FireEndSound[0] Sound'WeaponsA.Flamethrower.FT_FireEnd'
FireLastDownTime[0] 1.06
FireLastDownTime[1] 1.06
FireLastReloadTime[0] 2.6
FireLastReloadTime[1] 2.6
FireLastRoundSound[0] Sound'WeaponsA.Flamethrower.FT_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.Flamethrower.FT_AltFireLastRound'
FireLastRoundTime[0] 0.66
FireLastRoundTime[1] 0.66
FireSound[0] Sound'WeaponsA.Flamethrower.FT_FireLoop'
FireSound[1] Sound'WeaponsA.Flamethrower.FT_AltFire'
FireTime[0] 0.1
FireTime[1] 0.1
GroupOffset 1
IconIndex 4
InventoryGroup 2
ItemID "FT"
ItemName "Flamethrower"
MaxAmmo[0] 400
MaxAmmo[1] 400
Mesh SkeletalMesh'WeaponsK.FT_FP'
PickupAmmoCount 480
PlayerViewOffset
Member Value
X -4.0
Y -5.0
Z -49.0
ReloadSound Sound'WeaponsA.Flamethrower.FT_Reload'
ReloadTime 2.0
ReloadUnloadedSound Sound'WeaponsA.Flamethrower.FT_ReloadUnloaded'
ReloadUnloadedTime 2.0
SelectSound Sound'WeaponsA.Flamethrower.FT_Select'
ShakeMag[0] 0.0
ShakeMag[1] 0.0
ShakeTime[0] 0.0
ShakeTime[1] 0.0

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


CreateEffects[edit]

simulated function CreateEffects ()


GetCrossPosA[edit]

interface function Object.Point GetCrossPosA ()


GetCrossPosB[edit]

interface function Object.Point GetCrossPosB ()


GetCrossPosC[edit]

interface function Object.Point GetCrossPosC ()


GetCrossPosD[edit]

interface function Object.Point GetCrossPosD ()


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


PilotsOff[edit]

simulated function PilotsOff ()


PilotsOn[edit]

simulated function PilotsOn ()


PlayAnimEx[edit]

simulated function PlayAnimEx (name Sequence)

Overrides: Weapon.PlayAnimEx


TriggerLights[edit]

simulated function TriggerLights ()


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)


Firing.PutDown[edit]

simulated function bool PutDown ()

Overrides: Weapon.PutDown (global)


Idle[edit]

Inherits from: Weapon.Idle

Modifiers: simulated

Idle.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)