Gah - a solution with more questions. – EntropicLqd

UE2:SniperRifle (UT2004)

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

Sniper Rifle

Properties

Property group 'Gfx'

ArrowColor

Type: Object.Color


Default value:

Member Value
A 255
B 0
G 0
R 255

borderX

Type: float


Default value: 60.0

borderY

Type: float


Default value: 60.0

ChargeColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

FocusColor

Type: Object.Color


Default value:

Member Value
A 215
B 126
G 90
R 71

focusX

Type: float


Default value: 135.0

focusY

Type: float


Default value: 105.0

innerArrowsX

Type: float


Default value: 42.0

innerArrowsY

Type: float


Default value: 42.0

NoTargetColor

Type: Object.Color


Default value:

Member Value
A 255
B 200
G 200
R 200

RechargeOrigin

Type: Object.Vector


Default value:

Member Value
X 600.0
Y 330.0
Z 0.0

RechargeSize

Type: Object.Vector


Default value:

Member Value
X 10.0
Y -180.0
Z 0.0

TargetColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

testX

Type: float


Default value: 100.0

testY

Type: float


Default value: 100.0

Property group 'SniperRifle'

chargeEmitter

Type: xEmitter


zoomed

Type: bool


Internal variables

LastFOV

Type: float

Modifiers: transient


Default values

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
Member Value
A 255
B 255
G 170
R 185
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
Member Value
X 100.0
Y 28.0
Z -26.0
FireModeClass[0] XWeapons.SniperFire
FireModeClass[1] XWeapons.SniperZoom
HighDetailOverlay Material'UT2004Weapons.WeaponSpecMap2'
HudColor
Member Value
A 255
B 255
G 170
R 185
IconCoords
Member Value
X1 246
X2 331
Y1 182
Y2 210
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
Member Value
X 0.0
Y 2.3
Z 0.0
PlayerViewPivot
Member Value
Pitch 0
Roll 0
Yaw 0
Priority 11
PutDownAnim 'PutDown'
SelectAnim 'PickUp'
SelectAnimRate 1.25
SelectForce "SwitchToLightningGun"
SelectSound Sound'WeaponSounds.LightningGun.SwitchToLightningGun'
SmallEffectOffset
Member Value
X 92.0
Y 32.0
Z -35.0
SmallViewOffset
Member Value
X 8.0
Y 6.3
Z -4.0

Functions

Events

ClientStartFire

simulated event ClientStartFire (int mode)

Overrides: Weapon.ClientStartFire


ClientStopFire

simulated event ClientStopFire (int mode)

Overrides: Weapon.ClientStopFire


Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Weapon.PostBeginPlay


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Other instance functions

BestMode

function byte BestMode ()

Overrides: Weapon.BestMode


BringUp

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


ClientWeaponThrown

simulated function ClientWeaponThrown ()

Overrides: Weapon.ClientWeaponThrown


GetAIRating

function float GetAIRating ()

Overrides: Weapon.GetAIRating


IncrementFlashCount

simulated function IncrementFlashCount (int Mode)

Overrides: Weapon.IncrementFlashCount


PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown


RecommendRangedAttack

function bool RecommendRangedAttack ()

Overrides: Weapon.RecommendRangedAttack


SetZoomBlendColor

simulated function SetZoomBlendColor (Canvas c)


SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


States

TickEffects

TickEffects.Tick

simulated event Tick (float t)

Overrides: Actor.Tick (global)