My program doesn't have bugs. It just develops random features.
UE2:MinigunFire (UT2003)
Object >> Actor >> WeaponFire >> InstantFire >> MinigunFire |
- Package:
- XWeapons
- Direct subclasses:
- ClassicMinigunFire, MinigunAltFire
- This class in other games:
- UT2004
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Properties[edit]
Property group 'MinigunFire'[edit]
BarrelRotationsPerSec[edit]
Type: float
Default value: 3.0
FireTime[edit]
Type: float
FiringForce[edit]
Type: string
Default value: "minifireb"
FiringSound[edit]
Type: Sound
Default value: Sound'WeaponSounds.MiniGun.MiniFireb'
MaxRollSpeed[edit]
Type: float
RollSpeed[edit]
Type: float
RoundsPerRotation[edit]
Type: int
Default value: 5
WindingForce[edit]
Type: string
Default value: "miniempty"
WindingSound[edit]
Type: Sound
Default value: Sound'WeaponSounds.MiniGun.MiniEmpty'
WindUpTime[edit]
Type: float
Default value: 0.27
Internal variables[edit]
Gun[edit]
Type: Minigun
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AimError | 900.0 | ||||||||
AmmoClass | Class'XWeapons.MinigunAmmo' | ||||||||
AmmoPerFire | 1 | ||||||||
BotRefireRate | 0.99 | ||||||||
bPawnRapidFireAnim | True | ||||||||
DamageMax | 7 | ||||||||
DamageMin | 6 | ||||||||
DamageType | Class'XWeapons.DamTypeMinigunBullet' | ||||||||
FireLoopAnimRate | 9.0 | ||||||||
FlashEmitterClass | Class'XEffects.MinigunMuzFlash1st' | ||||||||
Momentum | 1200.0 | ||||||||
PreFireTime | 0.27 | ||||||||
ShakeOffsetMag |
|
||||||||
ShakeOffsetRate |
|
||||||||
ShakeOffsetTime | 2.0 | ||||||||
ShakeRotMag |
|
||||||||
ShakeRotRate |
|
||||||||
ShakeRotTime | 2.0 | ||||||||
SmokeEmitterClass | Class'XEffects.MinigunMuzzleSmoke' | ||||||||
Spread | 0.08 | ||||||||
SpreadStyle | SS_Random |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: WeaponFire.PostBeginPlay
Other instance functions[edit]
DoTrace[edit]
Overrides: InstantFire.DoTrace
FlashMuzzleFlash[edit]
Overrides: WeaponFire.FlashMuzzleFlash
InitEffects[edit]
Overrides: WeaponFire.InitEffects
IsIdle[edit]
PlayAmbientSound[edit]
PlayFireEnd[edit]
Overrides: WeaponFire.PlayFireEnd
PlayFiring[edit]
Overrides: WeaponFire.PlayFiring
PlayPreFire[edit]
Overrides: WeaponFire.PlayPreFire
PlayStartHold[edit]
Overrides: WeaponFire.PlayStartHold
StartBerserk[edit]
Overrides: WeaponFire.StartBerserk
StartFiring[edit]
Overrides: WeaponFire.StartFiring
StopBerserk[edit]
Overrides: WeaponFire.StopBerserk
StopFiring[edit]
Overrides: WeaponFire.StopFiring
StopRolling[edit]
States[edit]
FireLoop[edit]
FireLoop.BeginState[edit]
Overrides: Object.BeginState (global)
FireLoop.EndState[edit]
Overrides: Object.EndState (global)
FireLoop.ModeTick[edit]
Overrides: WeaponFire.ModeTick (global)
FireLoop.StopFiring[edit]
Overrides: StopFiring (global)
Idle[edit]
Modifiers: auto
Idle.BeginState[edit]
Overrides: Object.BeginState (global)
Idle.EndState[edit]
Overrides: Object.EndState (global)
Idle.IsIdle[edit]
Overrides: IsIdle (global)
Idle.StartFiring[edit]
Overrides: StartFiring (global)
WindDown[edit]
WindDown.BeginState[edit]
Overrides: Object.BeginState (global)
WindDown.EndState[edit]
Overrides: Object.EndState (global)
WindDown.ModeTick[edit]
Overrides: WeaponFire.ModeTick (global)
WindDown.StartFiring[edit]
Overrides: StartFiring (global)
WindUp[edit]
WindUp.BeginState[edit]
Overrides: Object.BeginState (global)
WindUp.EndState[edit]
Overrides: Object.EndState (global)
WindUp.ModeTick[edit]
Overrides: WeaponFire.ModeTick (global)
WindUp.StopFiring[edit]
Overrides: StopFiring (global)