The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE2:ShieldGun (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AdjustPlayerDamage
- 2.2.2 AmmoStatus
- 2.2.3 BestMode
- 2.2.4 BringUp
- 2.2.5 CanAttack
- 2.2.6 CenteredEffectStart
- 2.2.7 ChargeBar
- 2.2.8 CheckReflect
- 2.2.9 ClientTakeHit
- 2.2.10 DoAutoSwitch
- 2.2.11 DoReflectEffect
- 2.2.12 FireHack
- 2.2.13 GetAIRating
- 2.2.14 GiveTo
- 2.2.15 SuggestAttackStyle
- 2.2.16 SuggestDefenseStyle
- Package:
- XWeapons
- Direct subclass:
- ClassicShieldGun
- This class in other games:
- UT2003
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 | ||||||||||
CustomCrosshair | 6 | ||||||||||
CustomCrossHairColor |
|
||||||||||
CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Pointer" | ||||||||||
Description | "The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. | This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal." | |||||||||
DisplayFOV | 60.0 | ||||||||||
DrawScale | 0.4 | ||||||||||
EffectOffset |
|
||||||||||
FireModeClass[0] | XWeapons.ShieldFire | ||||||||||
FireModeClass[1] | XWeapons.ShieldAltFire | ||||||||||
HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
HudColor |
|
||||||||||
IconCoords |
|
||||||||||
IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
ItemName | "Shield Gun" | ||||||||||
Mesh | Mesh'Weapons.ShieldGun_1st' | ||||||||||
PickupClass | Class'XWeapons.ShieldGunPickup' | ||||||||||
PlayerViewOffset |
|
||||||||||
PlayerViewPivot |
|
||||||||||
Priority | 2 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectForce | "ShieldGun_change" | ||||||||||
SelectSound | Sound'WeaponSounds.ShieldGun_change' | ||||||||||
SmallViewOffset |
|
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
AmmoStatus[edit]
Overrides: Weapon.AmmoStatus
BestMode[edit]
function byte BestMode ()
Overrides: Weapon.BestMode
BringUp[edit]
simulated function BringUp (optional Weapon PrevWeapon)
Overrides: Weapon.BringUp
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