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UE2:ShockRifle (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> ShockRifle
Package: 
XWeapons
Direct subclasses:
ClassicShockRifle, SuperShockRifle
This class in other games:
UT, UT2003

Shock Rifle

Properties[edit]

bRegisterTarget[edit]

Type: bool


bWaitForCombo[edit]

Type: bool


ComboStart[edit]

Type: Object.Vector


ComboTarget[edit]

Type: ShockProjectile

used by AI

EffectColor[edit]

Type: Object.Color


Default value:

Member Value
A 128
B 255
G 0
R 192

Default values[edit]

Property Value
AIRating 0.63
AttachmentClass Class'XWeapons.ShockAttachment'
BobDamping 1.8
CenteredOffsetY 1.0
CenteredRoll 1000
CenteredYaw -1000
CurrentRating 0.63
CustomCrosshair 1
CustomCrossHairColor
Member Value
A 255
B 255
G 0
R 255
CustomCrossHairScale 1.333
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Cross2"
Description "The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma's EM field."
DisplayFOV 70.0
DrawScale 0.7
EffectOffset
Member Value
X 65.0
Y 14.0
Z -10.0
FireModeClass[0] XWeapons.ShockBeamFire
FireModeClass[1] XWeapons.ShockProjFire
HighDetailOverlay Material'UT2004Weapons.WeaponSpecMap2'
HudColor
Member Value
A 255
B 255
G 0
R 128
IconCoords
Member Value
X1 250
X2 330
Y1 110
Y2 145
IconMaterial Material'HudContent.Generic.HUD'
InventoryGroup 4
ItemName "Shock Rifle"
LightBrightness 255.0
LightEffect LE_NonIncidence
LightHue 200
LightPeriod 3
LightRadius 4.0
LightSaturation 70
LightType LT_Steady
Mesh Mesh'NewWeapons2004.ShockRifle'
OldCenteredOffsetY -8.0
OldCenteredYaw -500
OldMesh Mesh'Weapons.ShockRifle_1st'
OldPickup "WeaponStaticMesh.ShockRiflePickup"
OldPlayerViewOffset
Member Value
X -15.0
Y 0.0
Z -5.0
OldPlayerViewPivot
Member Value
Pitch 1000
Roll -500
Yaw -800
OldSmallViewOffset
Member Value
X -8.0
Y 4.0
Z -8.0
PickupClass Class'XWeapons.ShockRiflePickup'
PlayerViewOffset
Member Value
X 4.0
Y 8.0
Z -2.0
PlayerViewPivot
Member Value
Pitch -1000
Yaw 0
Priority 6
PutDownAnim 'PutDown'
SelectAnim 'Pickup'
SelectForce "SwitchToShockRifle"
SelectSound Sound'WeaponSounds.ShockRifle.SwitchToShockRifle'
SmallViewOffset
Member Value
X 11.0
Y 11.5
Z -4.0

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Weapon.PostBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: Weapon.BestMode


DoCombo[edit]

function DoCombo ()


GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating


GetEffectStart[edit]

simulated function Object.Vector GetEffectStart ()

Overrides: Weapon.GetEffectStart


RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


SetComboTarget[edit]

function SetComboTarget (ShockProjectile S)


StartFire[edit]

simulated function bool StartFire (int mode)

Overrides: Weapon.StartFire


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


WeaponCentered[edit]

simulated function bool WeaponCentered ()

Overrides: Weapon.WeaponCentered