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UE2:ShieldFire (UT2004)
Object >> WeaponFire >> ShieldFire |
Contents
- 1 Properties
- 1.1 AutoFireTestFreq
- 1.2 AutoHitPawn
- 1.3 AutoHitTime
- 1.4 bAutoRelease
- 1.5 bStartedChargingForce
- 1.6 ChargingEmitter
- 1.7 ChargingForce
- 1.8 ChargingSound
- 1.9 ChargingSoundVolume
- 1.10 DamageType
- 1.11 FullyChargedTime
- 1.12 MaxDamage
- 1.13 MaxForce
- 1.14 MinDamage
- 1.15 MinForce
- 1.16 MinHoldTime
- 1.17 MinSelfDamage
- 1.18 SelfDamageScale
- 1.19 SelfForceScale
- 1.20 ShieldRange
- 1.21 Default values
- 2 Functions
- Package:
- XWeapons
- Direct subclass:
- ClassShieldFire
- This class in other games:
- UT2003
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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: "shieldgun_charge"
ChargingSound
Type: Sound
charging sound
Default value: Sound'WeaponSounds.shieldgun_charge'
ChargingSoundVolume
Type: byte
Default value: 200
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: 2.5
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: 0.4
MinSelfDamage
Type: float
Default value: 8.0
SelfDamageScale
Type: float
%damage to self (when shielding a wall)
Default value: 0.3
SelfForceScale
Type: float
%force to self (when shielding a wall)
Default value: 1.0
ShieldRange
Type: float
from pawn centre
Default value: 112.0
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 |
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ShakeOffsetRate |
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ShakeOffsetTime | 2.0 | ||||||||
ShakeRotMag |
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ShakeRotRate |
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ShakeRotTime | 2.0 | ||||||||
TransientSoundVolume | 1.0 | ||||||||
TweenTime | 0.0 | ||||||||
WarnTargetPct | 0.1 |
Functions
Events
ModeHoldFire
Overrides: WeaponFire.ModeHoldFire
Timer
Overrides: WeaponFire.Timer
Other instance functions
AdjustAim
Overrides: WeaponFire.AdjustAim
DestroyEffects
Overrides: WeaponFire.DestroyEffects
DoFireEffect
Overrides: WeaponFire.DoFireEffect
DrawMuzzleFlash
Overrides: WeaponFire.DrawMuzzleFlash
GetFireStart
Overrides: WeaponFire.GetFireStart
InitEffects
Overrides: WeaponFire.InitEffects
IsFiring
Overrides: WeaponFire.IsFiring
PlayFiring
Overrides: WeaponFire.PlayFiring
PlayPreFire
Overrides: WeaponFire.PlayPreFire
StartBerserk
Overrides: WeaponFire.StartBerserk
StartSuperBerserk
Overrides: WeaponFire.StartSuperBerserk
StopBerserk
Overrides: WeaponFire.StopBerserk