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UE2:ShieldFire (UT2003)

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UT2003 Object >> Actor >> WeaponFire >> ShieldFire
Package: 
XWeapons
Direct subclass:
ClassShieldFire
This class in other games:
UT2004

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Properties

AutoFireTestFreq

Type: float


Default value: 0.15

AutoHitPawn

Type: Pawn


AutoHitTime

Type: float


bAutoRelease

Type: bool


bStartedChargingForce

Type: bool


ChargingEmitter

Type: xEmitter

emitter class while charging

ChargingForce

Type: string


Default value: "ImpactHammerLoop"

ChargingSound

Type: Sound

charging sound

Default value: Sound'WeaponSounds.shieldgun_charge'

DamageType

Type: class<DamageType>

weapon fire damage type (no projectile, so we put this here)

Default value: Class'XWeapons.DamTypeShieldImpact'

FullyChargedTime

Type: float

held for this long will do max damage

Default value: 3.5

MaxDamage

Type: float

damage to other players

Default value: 150.0

MaxForce

Type: float

force to other players

Default value: 100000.0

MinDamage

Type: float


Default value: 40.0

MinForce

Type: float


Default value: 65000.0

MinHoldTime

Type: float

held for this time or less will do minimum damage/force. held for MaxHoldTime will do max

Default value: 0.25

SelfDamageScale

Type: float

%damage to self (when shielding a wall)

Default value: 0.5

SelfForceScale

Type: float

%force to self (when shielding a wall)

Default value: 1.0

ShieldRange

Type: float

from pawn centre

Default value: 120.0

Default values

Property Value
AmmoClass Class'XWeapons.ShieldAmmo'
bFireOnRelease True
BotRefireRate 1.0
FireEndAnim 'None'
FireForce "ShieldGunFire"
FireLoopAnim 'None'
FireRate 0.6
FireSound Sound'WeaponSounds.P1ShieldGunFire'
FlashEmitterClass Class'XEffects.ForceRingA'
PreFireAnim 'Charge'
ShakeOffsetMag
Member Value
X -20.0
Y 0.0
Z 0.0
ShakeOffsetRate
Member Value
X -1000.0
Y 0.0
Z 0.0
ShakeOffsetTime 2.0
ShakeRotMag
Member Value
X 0.0
Y 0.0
Z 0.0
ShakeRotRate
Member Value
X 0.0
Y 0.0
Z 0.0
ShakeRotTime 2.0
TransientSoundVolume 1.0
TweenTime 0.0
WarnTargetPct 0.1

Functions

Events

ModeHoldFire

event ModeHoldFire ()

Overrides: WeaponFire.ModeHoldFire


Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

AdjustAim

function Object.Rotator AdjustAim (Object.Vector Start, float InAimError)

Overrides: WeaponFire.AdjustAim


DestroyEffects

simulated function DestroyEffects ()

Overrides: WeaponFire.DestroyEffects


DoFireEffect

function DoFireEffect ()

Overrides: WeaponFire.DoFireEffect


DrawMuzzleFlash

function DrawMuzzleFlash (Canvas Canvas)

Overrides: WeaponFire.DrawMuzzleFlash


GetFireStart

simulated function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: WeaponFire.GetFireStart


InitEffects

simulated function InitEffects ()

Overrides: WeaponFire.InitEffects


IsFiring

function bool IsFiring ()

Overrides: WeaponFire.IsFiring


PlayFiring

function PlayFiring ()

Overrides: WeaponFire.PlayFiring


PlayPreFire

function PlayPreFire ()

Overrides: WeaponFire.PlayPreFire


StartBerserk

function StartBerserk ()

Overrides: WeaponFire.StartBerserk


StopBerserk

function StopBerserk ()

Overrides: WeaponFire.StopBerserk