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UE3:UTWeap_InstagibRifle (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_InstagibRifle
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bBetrayalMode[edit]

Type: bool


TeamMuzzleFlashes[edit]

Type: array<ParticleSystem>


Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'

Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'

TeamSkins[edit]

Type: array<MaterialInterface>


Default value, index 0: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'

Default value, index 1: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'

Default values[edit]

Property Value
AIRating 1.0
AmmoDisplayType EAWDS_None
AttachmentClass Class'UTGame.UTAttachment_InstagibRifle'
bCanThrow False
bExportMenuData False
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
U 256.0
V 0.0
CurrentRating 1.0
FireInterval[0] 1.1
FireInterval[1] 1.1
FireOffset
Member Value
X 20.0
Y 5.0
Z 0.0
GroupWeight 0.5
IconCoordinates
Member Value
U 722.0
UL 166.0
V 479.0
VL 42.0
IconHeight 48
IconWidth 22
IconX 400
IconY 129
InstantHitDamage[0] 1000.0
InstantHitDamage[1] 1000.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_Instagib'
InstantHitDamageTypes[1] Class'UTGame.UTDmgType_Instagib'
InstantHitMomentum[0] 100000.0
InventoryGroup 12
ItemName "Instagib Rifle"
MuzzleFlashSocket 'MF'
PickupMessage "Instagib ShockRifle"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
PlayerViewOffset
Member Value
X 17.0
Y 10.0
Z -8.0
Priority 4.3
ShotCost[0] 0
ShotCost[1] 0
WeaponColor
Member Value
A 255
B 255
G 0
R 160
WeaponEquipSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
WeaponFireAnim[0] 'WeaponFireInstiGib'
WeaponFireAnim[1] 'WeaponFireInstiGib'
WeaponFireSnd[0] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
WeaponFireSnd[1] SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
WeaponPutDownSnd SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_InstagibRifle:MeshSequenceA'
AnimSets[0] AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
FOV 60.0
Rotation
Member Value
Pitch 0
Roll 0
Yaw -16384
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

No new values.

Instance functions[edit]

AttachWeaponTo[edit]

simulated function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName)

Overrides: UTWeapon.AttachWeaponTo

(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh

Parameters:

  • who - is the pawn to attach to

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

ProcessInstantHit[edit]

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

Overrides: UTWeapon.ProcessInstantHit

(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server

Parameters:

  • HitActor - Actor hit by trace
  • AimDir - Aim direction of shot
  • HitLocation - world location vector where HitActor was hit by trace
  • HitNormal - hit normal vector
  • HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..

RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

(Description copied from UTWeapon.SetSkin)
Material control

Parameters:

  • NewMaterial - The new material to apply or none to clear it