My program doesn't have bugs. It just develops random features.
UE3:UTWeap_InstagibRifle (UT3)
- Package:
- UTGame
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
TeamMuzzleFlashes
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
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
Property | Value | ||||||||||
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AIRating | 1.0 | ||||||||||
AttachmentClass | Class'UTGame.UTAttachment_InstagibRifle' | ||||||||||
bCanThrow | False | ||||||||||
bExportMenuData | False | ||||||||||
bInstantHit | True | ||||||||||
bSniping | True | ||||||||||
bTargetAdhesionEnabled | True | ||||||||||
bTargetFrictionEnabled | True | ||||||||||
CrossHairCoordinates |
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CurrentRating | 1.0 | ||||||||||
FireOffset |
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IconCoordinates |
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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-Gewehr" | ||||||||||
MuzzleFlashSocket | 'MF' | ||||||||||
PickupMessage | "Instagib-Gewehr" | ||||||||||
PickupSound | SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue' | ||||||||||
PlayerViewOffset |
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Priority | 4.0 | ||||||||||
ShotCost[0] | 0 | ||||||||||
ShotCost[1] | 0 | ||||||||||
WeaponColor |
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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
FirstPersonMesh
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 |
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SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Instance functions
AttachWeaponTo
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
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
RangedAttackTime
Overrides: Weapon.RangedAttackTime
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it