Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:RocketLauncher (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Weapons
- Direct subclasses:
- RocketLauncherEx, WeaponRocketTurret
- This class in other games:
- RTNP, UT2003, UT2004
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Properties
AltFireMinIneffectiveRange
Type: float
distance within which altfire will likely pass through/miss target
AltFireReallyIneffectiveRange
Type: float
generally AltFireReallyIneffectiveRange/X preset for speed
AltRockets
Type: Projectile
Array size: 4
FireMode
Type: EFireMode
LastFiredRocket
Type: Projectile
PreferAltFireRange
Type: float
distance at which skilled NPCs will prefer altfire
RocketLocation1
Type: Object.Point
RocketLocation2
Type: Object.Point
RocketLocation3
Type: Object.Point
RocketLocation4
Type: Object.Point
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AmmoAmount[0] | 5 | ||||||||
AmmoAmount[1] | 5 | ||||||||
AmmoFlags[0] |
|
||||||||
AmmoFlags[1] |
|
||||||||
AnimFire[1] | 'Fire' | ||||||||
AnimFireLastDown[1] | 'FireLastDown' | ||||||||
AnimFireLastReload[1] | 'FireLastReload' | ||||||||
AnimFireLastRound[1] | 'FireLastRound' | ||||||||
AttachmentClass | Class'Weapons.RocketAttachment' | ||||||||
AutoSwitchPriority | 14 | ||||||||
Crosshair | "Crosshair_RL" | ||||||||
FireLastDownTime[0] | 2.5 | ||||||||
FireLastDownTime[1] | 2.5 | ||||||||
FireLastReloadTime[0] | 4.0 | ||||||||
FireLastReloadTime[1] | 4.0 | ||||||||
FireLastRoundSound[0] | Sound'WeaponsA.RocketLauncher.RL_FireLastRound' | ||||||||
FireLastRoundSound[1] | Sound'WeaponsA.RocketLauncher.RL_AltFireLastRound' | ||||||||
FireLastRoundTime[0] | 2.17 | ||||||||
FireLastRoundTime[1] | 2.17 | ||||||||
FireOffset |
|
||||||||
FireSound[0] | Sound'WeaponsA.RocketLauncher.RL_Fire' | ||||||||
FireSound[1] | Sound'WeaponsA.RocketLauncher.RL_AltFire' | ||||||||
FireTime[0] | 1.08 | ||||||||
FireTime[1] | 1.08 | ||||||||
GroupOffset | 1 | ||||||||
IconIndex | 5 | ||||||||
ItemID | "RL" | ||||||||
ItemName | "Rocket Launcher" | ||||||||
MaxAmmo[0] | 20 | ||||||||
MaxAmmo[1] | 20 | ||||||||
Mesh | SkeletalMesh'WeaponsK.RL_FP' | ||||||||
PickupAmmoCount | 25 | ||||||||
PlayerViewOffset |
|
||||||||
ProjectileClass[0] | Class'Weapons.RocketProjectileHeavy' | ||||||||
ProjectileClass[1] | Class'Weapons.RocketProjectileAlt' | ||||||||
ReloadSound | Sound'WeaponsA.RocketLauncher.RL_Reload' | ||||||||
ReloadTime | 2.0 | ||||||||
ReloadUnloadedSound | Sound'WeaponsA.RocketLauncher.RL_ReloadUnloaded' | ||||||||
ReloadUnloadedTime | 2.0 | ||||||||
SelectSound | Sound'WeaponsA.RocketLauncher.RL_Select' | ||||||||
ShakeMag[0] | 14.0 | ||||||||
ShakeMag[1] | 3.0 | ||||||||
ShakeTime[0] | 0.3 | ||||||||
ShakeTime[1] | 0.15 |
Enums
EFireMode
- FM_None
- FM_Fire
- FM_AltFire
Instance functions
GetProjectedLocation
simulated function Object.Point GetProjectedLocation (Object.Vector Loc, Canvas Canvas, optional bool returnbad)
GetProjSpeed
Overrides: Weapon.GetProjSpeed
GetRocketLocation01
interface function Object.Point GetRocketLocation01 ()
GetRocketLocation02
interface function Object.Point GetRocketLocation02 ()
GetRocketLocation03
interface function Object.Point GetRocketLocation03 ()
GetRocketLocation04
interface function Object.Point GetRocketLocation04 ()
GetRocketStatus
HandleTargetDetails
simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)
Overrides: Weapon.HandleTargetDetails