Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ShieldGun (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- XWeapons
- Direct subclass:
- ClassicShieldGun
- This class in other games:
- UT2004
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Shield Gun
Properties[edit]
ShieldHitForce[edit]
Type: string
Default value: "ShieldReflection"
ShieldHitSound[edit]
Type: Sound
Default value: Sound'WeaponSounds.ShieldGun.ShieldReflection'
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.35 | ||||||||||
AttachmentClass | Class'XWeapons.ShieldAttachment' | ||||||||||
bCanThrow | False | ||||||||||
bMeleeWeapon | True | ||||||||||
BobDamping | 2.2 | ||||||||||
bShowChargingBar | True | ||||||||||
CenteredOffsetY | -9.0 | ||||||||||
CenteredRoll | 1000 | ||||||||||
CurrentRating | 0.35 | ||||||||||
DefaultPriority | 2 | ||||||||||
DisplayFOV | 60.0 | ||||||||||
DrawScale | 0.4 | ||||||||||
EffectOffset |
|
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FireModeClass[0] | XWeapons.ShieldFire | ||||||||||
FireModeClass[1] | XWeapons.ShieldAltFire | ||||||||||
HudColor |
|
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IconCoords |
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IconMaterial | Material'InterfaceContent.Hud.SkinA' | ||||||||||
ItemName | "Shield Gun" | ||||||||||
Mesh | Mesh'Weapons.ShieldGun_1st' | ||||||||||
PickupClass | Class'XWeapons.ShieldGunPickup' | ||||||||||
PlayerViewOffset |
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PlayerViewPivot |
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PutDownAnim | 'PutDown' | ||||||||||
SelectForce | "ShieldGun_change" | ||||||||||
SelectSound | Sound'WeaponSounds.ShieldGun_change' | ||||||||||
SmallViewOffset |
|
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UV2Texture | Material'XGameShaders.WeaponEnvShader' |
Functions[edit]
Events[edit]
AnimEnd[edit]
event AnimEnd (int channel)
Overrides: Weapon.AnimEnd
RenderOverlays[edit]
simulated event RenderOverlays (Canvas Canvas)
Overrides: Weapon.RenderOverlays
Timer[edit]
simulated event Timer ()
Overrides: Weapon.Timer
Other instance functions[edit]
AdjustPlayerDamage[edit]
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Weapon.AdjustPlayerDamage
BestMode[edit]
function byte BestMode ()
Overrides: Weapon.BestMode
CanAttack[edit]
Overrides: Weapon.CanAttack
CenteredEffectStart[edit]
simulated function Object.Vector CenteredEffectStart ()
Overrides: Weapon.CenteredEffectStart
ChargeBar[edit]
simulated function float ChargeBar ()
Overrides: Weapon.ChargeBar
CheckReflect[edit]
Overrides: Weapon.CheckReflect
ClientTakeHit[edit]
simulated function ClientTakeHit (int Drain)
DoAutoSwitch[edit]
simulated function DoAutoSwitch ()
Overrides: Weapon.DoAutoSwitch
DoReflectEffect[edit]
function DoReflectEffect (int Drain)
Overrides: Weapon.DoReflectEffect
FireHack[edit]
function FireHack (byte Mode)
Overrides: Weapon.FireHack
GetAIRating[edit]
function float GetAIRating ()
Overrides: Weapon.GetAIRating
GiveTo[edit]
Overrides: Weapon.GiveTo
SuggestAttackStyle[edit]
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle