I'm a doctor, not a mechanic
UE2:ProjectileFire (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> WeaponFire >> ProjectileFire |
- Package:
- XWeapons
- Direct subclasses:
- FM_BallTurret_Fire, RocketMultiFire, AssaultGrenade, BallShoot, BioChargedFire, BioFire, FM_LinkTurret_Fire, FM_Sentinel_Fire, FM_SpaceFighter_AltFire, FlakAltFire, FlakFire, LinkAltFire, ONSAVRiLFire, RedeemerFire, RocketFire, ShockProjFire, TransFire
- 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. |
Properties
Property group 'ProjectileFire'
ProjPerFire
Type: int
Default value: 1
ProjSpawnOffset
Type: Object.Vector
x forward, +y right, +z up
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -10.0 |
Default values
Property | Value |
---|---|
bInstantHit | False |
bLeadTarget | True |
NoAmmoSound | Sound'WeaponSounds.P1Reload5' |
WarnTargetPct | 0.5 |
Instance functions
DoFireEffect
function DoFireEffect ()
Overrides: WeaponFire.DoFireEffect
GetFireStart
Overrides: WeaponFire.GetFireStart