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UE2:WeaponInvEnergyRifle (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon >> WeaponInvEnergyRifle
Package: 
U2Weapons
Direct subclasses:
WeaponInvEnergyRifleEx, WeaponInvEnergyRifleInvisible

$Workfile: WeaponInvEnergyRifle.uc $ Created By: Jess Crable, Mark Poesch Created On: 4/3/00 $Author: Aleiby $ $Date: 11/21/02 2:04a $ $Revision: 44 $

Default values

Property Value
AIRating 0.45
AIRatingAltFire 0.45
AIRatingFire 0.45
AltFireLastDownTime 2.25
AltFireLastReloadTime 2.625
AltFireLastRoundSound Sound'U2WeaponsA.EnergyRifle.ER_AltFireLastRound'
AltFireSound Sound'U2WeaponsA.EnergyRifle.ER_AltFire'
AltFireTime 2.0
AltProjectileClass Class'U2Weapons.projectileEMP'
AltRefireRate 1.0
AltShakeMag 15.0
AltShakeTime 0.8
AmmoName Class'U2Weapons.ammoInvEnergyRifle'
AutoSwitchPriority 8
bAltSplashDamage True
bAltWarnTarget True
bCrosshairGlows True
bRapidFire True
bWarnTarget True
CockingSound Sound'U2WeaponsA.EnergyRifle.ER_Reload'
CrosshairName "ER_Cross"
DecoEffects[0]
Member Value
AIAim 1200
AnimSequence 'Fire'
bRequiresWorldZBuffer True
bWorldFOV True
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash1"
Particles ParticleSalamander'EnergyFX.ParticleSalamander3'
PushBack 64.0
DecoEffects[1]
Member Value
AIAim 1200
AnimSequence 'Fire'
bRequiresWorldZBuffer True
bWorldFOV True
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash2"
Particles ParticleSalamander'EnergyFX.ParticleSalamander3'
PushBack 64.0
DecoEffects[2]
Member Value
AnimSequence 'Fire'
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash1"
Particles ParticleSalamander'EnergyFX.ParticleSalamander1'
DecoEffects[3]
Member Value
AnimSequence 'Fire'
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash2"
Particles ParticleSalamander'EnergyFX.ParticleSalamander1'
DecoEffects[4]
Member Value
AnimSequence 'AltFire'
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash2"
Particles ParticleSalamander'EnergyFX.ParticleSalamander1'
DecoEffects[5]
Member Value
AnimSequence 'AltFire'
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash2"
Particles ParticleSalamander'EnergyFX.ParticleSalamander1'
FireLastDownTime 2.062
FireLastReloadTime 2.812
FireLastRoundSound Sound'U2WeaponsA.EnergyRifle.ER_FireLastRound'
FireOffset
Member Value
X 50.0
Y 40.0
Z -40.0
FirePitch
Member Value
A 0.95
FireSound Sound'U2WeaponsA.EnergyRifle.ER_Fire'
FireTime 0.3
FirstPersonOffset
Member Value
X -30.0
Y -10.0
FlashSkin Shader'WeaponFXT.EnergyRifle.ER_Skin2FX'
GroupOffset 3
IconIndex 7
InstFlash -0.15
InstFog
Member Value
X 139.0
Y 218.0
Z 72.0
InventoryGroup 2
ItemID "ER"
ItemName "Energy Rifle"
Mesh LegendMesh'GlmWeaponsG.ER_FP'
MessageNoAmmo " has no energy."
PickupAmmoCount 60
PickupClass Class'U2Weapons.weaponEnergyRifle'
PlayerViewOffset
Member Value
X 53.0
Y 18.5
Z -14.5
ProjectileSpeed 1200.0
RangeIdealAltFire 1024.0
RangeIdealFire 512.0
RangeLimitFire 32767.0
RangeMaxAltFire 1700.0
RangeMaxFire 1536.0
RangeMinAltFire 512.0
RangeMinFire 0.0
RatingInsideMinAltFire -20.0
RatingRangeIdealAltFire 0.35
RatingRangeIdealFire 0.45
RatingRangeLimitFire 0.0010
RatingRangeMaxAltFire 0.55
RatingRangeMaxFire 0.45
RatingRangeMinAltFire 0.1
RatingRangeMinFire 0.45
RefireRate 0.2
ReloadTime 2.187
ReloadUnloadedSound Sound'U2WeaponsA.EnergyRifle.ER_ReloadUnloaded'
SelectSound Sound'U2WeaponsA.EnergyRifle.ER_Select'
ShakeMag 1.0
SoundVolume 255
ThirdPersonMesh LegendMesh'GlmWeaponsG.ER_TP'
WeaponAnimationType AT_Large

Instance functions

EverywhereAltFire

simulated function EverywhereAltFire ()

Overrides: U2Weapon.EverywhereAltFire


GetAltFireAmmoUsed

simulated function int GetAltFireAmmoUsed ()

Overrides: U2Weapon.GetAltFireAmmoUsed


GetProjSpeed

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


States

AltFiring

Inherits from: U2Weapon.AltFiring

Modifiers: simulated

AltFiring.CalcFireOffset

function Object.Vector CalcFireOffset (Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: U2Weapon.CalcFireOffset (global)


Firing

Inherits from: U2Weapon.Firing

Modifiers: simulated

Firing.BeginState

simulated event BeginState ()

Overrides: U2Weapon.Firing.BeginState


Firing.EndState

simulated event EndState ()

Overrides: U2Weapon.Firing.EndState