My program doesn't have bugs. It just develops random features.
UE2:SniperRifle (UT2004)
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Sniper Rifle
Properties[edit]
Property group 'Gfx'[edit]
ArrowColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 0 |
G | 0 |
R | 255 |
borderX[edit]
Type: float
Default value: 60.0
borderY[edit]
Type: float
Default value: 60.0
ChargeColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
FocusColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 215 |
B | 126 |
G | 90 |
R | 71 |
focusX[edit]
Type: float
Default value: 135.0
focusY[edit]
Type: float
Default value: 105.0
innerArrowsX[edit]
Type: float
Default value: 42.0
innerArrowsY[edit]
Type: float
Default value: 42.0
NoTargetColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 200 |
G | 200 |
R | 200 |
RechargeOrigin[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 600.0 |
Y | 330.0 |
Z | 0.0 |
RechargeSize[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 10.0 |
Y | -180.0 |
Z | 0.0 |
TargetColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
testX[edit]
Type: float
Default value: 100.0
testY[edit]
Type: float
Default value: 100.0
Property group 'SniperRifle'[edit]
chargeEmitter[edit]
Type: xEmitter
zoomed[edit]
Type: bool
Internal variables[edit]
LastFOV[edit]
Type: float
Modifiers: transient
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.69 | ||||||||||
AttachmentClass | Class'XWeapons.SniperAttachment' | ||||||||||
BobDamping | 2.3 | ||||||||||
BringUpTime | 0.36 | ||||||||||
bSniping | True | ||||||||||
CenteredOffsetY | 0.0 | ||||||||||
CenteredYaw | -500 | ||||||||||
CurrentRating | 0.69 | ||||||||||
CustomCrossHairColor |
|
||||||||||
Description | "The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target." | ||||||||||
DisplayFOV | 60.0 | ||||||||||
DrawScale | 0.4 | ||||||||||
EffectOffset |
|
||||||||||
FireModeClass[0] | XWeapons.SniperFire | ||||||||||
FireModeClass[1] | XWeapons.SniperZoom | ||||||||||
HighDetailOverlay | Material'UT2004Weapons.WeaponSpecMap2' | ||||||||||
HudColor |
|
||||||||||
IconCoords |
|
||||||||||
IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
InventoryGroup | 9 | ||||||||||
ItemName | "Lightning Gun" | ||||||||||
LightBrightness | 255.0 | ||||||||||
LightEffect | LE_NonIncidence | ||||||||||
LightHue | 165 | ||||||||||
LightPeriod | 3 | ||||||||||
LightRadius | 5.0 | ||||||||||
LightSaturation | 170 | ||||||||||
LightType | LT_Steady | ||||||||||
Mesh | Mesh'Weapons.Sniper_1st' | ||||||||||
MinReloadPct | 0.25 | ||||||||||
PickupClass | Class'XWeapons.SniperRiflePickup' | ||||||||||
PlayerViewOffset |
|
||||||||||
PlayerViewPivot |
|
||||||||||
Priority | 11 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectAnim | 'PickUp' | ||||||||||
SelectAnimRate | 1.25 | ||||||||||
SelectForce | "SwitchToLightningGun" | ||||||||||
SelectSound | Sound'WeaponSounds.LightningGun.SwitchToLightningGun' | ||||||||||
SmallEffectOffset |
|
||||||||||
SmallViewOffset |
|
Functions[edit]
Events[edit]
ClientStartFire[edit]
Overrides: Weapon.ClientStartFire
ClientStopFire[edit]
Overrides: Weapon.ClientStopFire
Destroyed[edit]
Overrides: Weapon.Destroyed
PostBeginPlay[edit]
Overrides: Weapon.PostBeginPlay
RenderOverlays[edit]
Overrides: Weapon.RenderOverlays
Other instance functions[edit]
BestMode[edit]
Overrides: Weapon.BestMode
BringUp[edit]
Overrides: Weapon.BringUp
ClientWeaponThrown[edit]
Overrides: Weapon.ClientWeaponThrown
GetAIRating[edit]
Overrides: Weapon.GetAIRating
IncrementFlashCount[edit]
Overrides: Weapon.IncrementFlashCount
PutDown[edit]
Overrides: Weapon.PutDown
RecommendRangedAttack[edit]
Overrides: Weapon.RecommendRangedAttack
SetZoomBlendColor[edit]
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
States[edit]
TickEffects[edit]
TickEffects.Tick[edit]
Overrides: Actor.Tick (global)