I don't need to test my programs. I have an error-correcting modem.

UE2:SniperRifle (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon >> SniperRifle
Package: 
Weapons
This class in other games:
UT, UT2003, UT2004

null

Properties[edit]

Property group 'SniperRifle'[edit]

AdjustZoomSound[edit]

Type: Sound


Default value: Sound'WeaponsA.SniperRifle.SR_Zoom'

RingDelayFactor[edit]

Type: float


Default value: 6.0

ZoomFOV[edit]

Type: float


Default value: 30.0

ZoomInSound[edit]

Type: Sound


Default value: Sound'WeaponsA.SniperRifle.SR_ScopeOn'

ZoomOutSound[edit]

Type: Sound


Default value: Sound'WeaponsA.SniperRifle.SR_ScopeOff'

Internal variables[edit]

Angle[edit]

Type: float


bWasZoomed[edit]

Type: bool


bZoomed[edit]

Type: bool


LastTimeSeconds[edit]

Type: float


Muzzleflash[edit]

Type: ParticleGenerator


Radius[edit]

Type: float


RingDir[edit]

Type: Object.Vector


RingLocation[edit]

Type: Object.Point


Default values[edit]

Property Value
AmmoAmount[0] 3
AmmoAmount[1] 3
AmmoFlags[0]
Member Value
bInstantHit True
AmmoFlags[1]
Member Value
bRepeatFire False
AttachmentClass Class'Weapons.SniperAttachment'
AutoSwitchPriority 16
BloodEffect[0] Class'Weapons.Blood'
BobDamping 0.85
Crosshair "Crosshair_SR"
Damage[0] 75
DirtEffect[0] Class'Weapons.Dirt'
FireLastDownTime[0] 2.44
FireLastDownTime[1] 0.0
FireLastReloadTime[0] 2.53
FireLastReloadTime[1] 0.0
FireLastRoundSound[0] Sound'WeaponsA.SniperRifle.SR_FireLastRound'
FireLastRoundTime[0] 2.27
FireLastRoundTime[1] 0.0
FireSound[0] Sound'WeaponsA.SniperRifle.SR_Fire'
FireSound[1] Sound'WeaponsA.SniperRifle.SR_Crosshair'
FireTime[0] 1.0
FireTime[1] 0.0
GroupOffset 1
IconIndex 14
ItemID "SR"
ItemName "Sniper Rifle"
MaxAmmo[0] 15
MaxAmmo[1] 15
Mesh SkeletalMesh'WeaponsK.SR_FP'
MomentumTransfer[0] 25000.0
MyDamageType[0] Class'U2.SniperDamage'
PickupAmmoCount 18
PlayerViewOffset
Member Value
X 6.0
Y 1.0
Z -24.0
ReloadSound Sound'WeaponsA.SniperRifle.SR_Reload'
ReloadTime 1.875
ReloadUnloadedSound Sound'WeaponsA.SniperRifle.SR_ReloadUnloaded'
ReloadUnloadedTime 1.33
SelectSound Sound'WeaponsA.SniperRifle.SR_Select'
ShakeMag[0] 15.0
ShakeMag[1] 0.0
ShakeTime[0] 0.35
ShakeTime[1] 0.0
SparkEffect[0] Class'Weapons.Sparks'
TraceDist 65536.0

Functions[edit]

Exec functions[edit]

ZoomIn[edit]

exec simulated function ZoomIn ()


ZoomOut[edit]

exec simulated function ZoomOut ()


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Other instance functions[edit]

AltFire[edit]

simulated function AltFire ()

Overrides: Weapon.AltFire


GetCrosshairAngle0[edit]

interface function float GetCrosshairAngle0 ()


GetCrosshairAngle120[edit]

interface function float GetCrosshairAngle120 ()


GetCrosshairAngle144[edit]

interface function float GetCrosshairAngle144 ()


GetCrosshairAngle168[edit]

interface function float GetCrosshairAngle168 ()


GetCrosshairAngle192[edit]

interface function float GetCrosshairAngle192 ()


GetCrosshairAngle216[edit]

interface function float GetCrosshairAngle216 ()


GetCrosshairAngle24[edit]

interface function float GetCrosshairAngle24 ()


GetCrosshairAngle240[edit]

interface function float GetCrosshairAngle240 ()


GetCrosshairAngle264[edit]

interface function float GetCrosshairAngle264 ()


GetCrosshairAngle288[edit]

interface function float GetCrosshairAngle288 ()


GetCrosshairAngle312[edit]

interface function float GetCrosshairAngle312 ()


GetCrosshairAngle336[edit]

interface function float GetCrosshairAngle336 ()


GetCrosshairAngle48[edit]

interface function float GetCrosshairAngle48 ()


GetCrosshairAngle72[edit]

interface function float GetCrosshairAngle72 ()


GetCrosshairAngle96[edit]

interface function float GetCrosshairAngle96 ()


GetCrosshairRadius[edit]

interface function float GetCrosshairRadius ()


GetCrosshairRingLocation[edit]

interface function Object.Point GetCrosshairRingLocation ()


HandleTargetDetails[edit]

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)

Overrides: Weapon.HandleTargetDetails


HandleTraceImpact[edit]

function HandleTraceImpact (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Weapon.HandleTraceImpact


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.NextWeapon


NotifyCutsceneBegin[edit]

simulated function NotifyCutsceneBegin ()


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlaySelect[edit]

simulated function PlaySelect ()

Overrides: Weapon.PlaySelect


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.PrevWeapon


SetPlayerFOV[edit]

simulated function SetPlayerFOV (float NewFOV)


UnZoom[edit]

simulated function UnZoom (optional bool bForce)


Zoom[edit]

simulated function Zoom ()


States[edit]

DownWeapon[edit]

Inherits from: Weapon.DownWeapon

Modifiers: simulated

Ignores: AltFire, Fire

DownWeapon.BeginState[edit]

simulated event BeginState ()

Overrides: Weapon.DownWeapon.BeginState


Firing[edit]

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: Fire

Firing.AltFire[edit]

simulated function AltFire ()

Overrides: AltFire (global)


Reloading[edit]

Inherits from: Weapon.Reloading

Modifiers: simulated

Reloading.BeginState[edit]

simulated event BeginState ()

Overrides: Weapon.Reloading.BeginState


Reloading.EndState[edit]

simulated event EndState ()

Overrides: Weapon.Reloading.EndState


Unloading[edit]

Modifiers: simulated

Unloading.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Unloading.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)