My program doesn't have bugs. It just develops random features.

UE2:ShieldFire (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> WeaponFire >> ShieldFire
Package: 
XWeapons
Direct subclass:
ClassShieldFire
This class in other games:
UT2003

null

Properties[edit]

AutoFireTestFreq[edit]

Type: float


Default value: 0.15

AutoHitPawn[edit]

Type: Pawn


AutoHitTime[edit]

Type: float


bAutoRelease[edit]

Type: bool


bStartedChargingForce[edit]

Type: bool


ChargingEmitter[edit]

Type: xEmitter

emitter class while charging

ChargingForce[edit]

Type: string


Default value: "shieldgun_charge"

ChargingSound[edit]

Type: Sound

charging sound

Default value: Sound'WeaponSounds.shieldgun_charge'

ChargingSoundVolume[edit]

Type: byte


Default value: 200

DamageType[edit]

Type: class<DamageType>

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

Default value: Class'XWeapons.DamTypeShieldImpact'

FullyChargedTime[edit]

Type: float

held for this long will do max damage

Default value: 2.5

MaxDamage[edit]

Type: float

damage to other players

Default value: 150.0

MaxForce[edit]

Type: float

force to other players

Default value: 100000.0

MinDamage[edit]

Type: float


Default value: 40.0

MinForce[edit]

Type: float


Default value: 65000.0

MinHoldTime[edit]

Type: float

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

Default value: 0.4

MinSelfDamage[edit]

Type: float


Default value: 8.0

SelfDamageScale[edit]

Type: float

%damage to self (when shielding a wall)

Default value: 0.3

SelfForceScale[edit]

Type: float

%force to self (when shielding a wall)

Default value: 1.0

ShieldRange[edit]

Type: float

from pawn centre

Default value: 112.0

Default values[edit]

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[edit]

Events[edit]

ModeHoldFire[edit]

event ModeHoldFire ()

Overrides: WeaponFire.ModeHoldFire


Timer[edit]

event Timer ()

Overrides: WeaponFire.Timer


Other instance functions[edit]

AdjustAim[edit]

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

Overrides: WeaponFire.AdjustAim


DestroyEffects[edit]

simulated function DestroyEffects ()

Overrides: WeaponFire.DestroyEffects


DoFireEffect[edit]

function DoFireEffect ()

Overrides: WeaponFire.DoFireEffect


DrawMuzzleFlash[edit]

function DrawMuzzleFlash (Canvas Canvas)

Overrides: WeaponFire.DrawMuzzleFlash


GetFireStart[edit]

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

Overrides: WeaponFire.GetFireStart


InitEffects[edit]

simulated function InitEffects ()

Overrides: WeaponFire.InitEffects


IsFiring[edit]

function bool IsFiring ()

Overrides: WeaponFire.IsFiring


PlayFiring[edit]

function PlayFiring ()

Overrides: WeaponFire.PlayFiring


PlayPreFire[edit]

function PlayPreFire ()

Overrides: WeaponFire.PlayPreFire


StartBerserk[edit]

function StartBerserk ()

Overrides: WeaponFire.StartBerserk


StartSuperBerserk[edit]

function StartSuperBerserk ()

Overrides: WeaponFire.StartSuperBerserk


StopBerserk[edit]

function StopBerserk ()

Overrides: WeaponFire.StopBerserk