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UE2:ShockRifle (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- XWeapons
- Direct subclasses:
- ClassicShockRifle, SuperShockRifle
- This class in other games:
- UT, 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. |
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 |
|
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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 |
|
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FireModeClass[0] | XWeapons.ShockBeamFire | ||||||||||
FireModeClass[1] | XWeapons.ShockProjFire | ||||||||||
HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
HudColor |
|
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IconCoords |
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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 |
|
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OldPlayerViewPivot |
|
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OldSmallViewOffset |
|
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PickupClass | Class'XWeapons.ShockRiflePickup' | ||||||||||
PlayerViewOffset |
|
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PlayerViewPivot |
|
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Priority | 6 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectAnim | 'Pickup' | ||||||||||
SelectForce | "SwitchToShockRifle" | ||||||||||
SelectSound | Sound'WeaponSounds.ShockRifle.SwitchToShockRifle' | ||||||||||
SmallViewOffset |
|
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]
Overrides: Weapon.StartFire
SuggestAttackStyle[edit]
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
WeaponCentered[edit]
simulated function bool WeaponCentered ()
Overrides: Weapon.WeaponCentered