My program doesn't have bugs. It just develops random features.

UE3:UTWeap_InstagibRifle (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_InstagibRifle
Package: 
UTGame

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
AIRating 1.0
AttachmentClass Class'UTGame.UTAttachment_InstagibRifle'
bCanThrow False
bExportMenuData False
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
CrossHairCoordinates
Member Value
000000,V
U 320.0
CurrentRating 1.0
FireOffset
Member Value
000000,Y
000000,Z
X 20.0
IconCoordinates
Member Value
000000,UL
000000,V
000000,VL
U 722.0
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-Gewehr"
MuzzleFlashSocket 'MF'
PickupMessage "Instagib-Gewehr"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
PlayerViewOffset
Member Value
000000,Y
000000,Z
X 17.0
Priority 4.0
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

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
Member Value
Pitch 0
Roll 0
Yaw -16384
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'

PickupMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

No new values.

Instance functions

AttachWeaponTo

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

GetAIRating

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

RangedAttackTime

function float RangedAttackTime ()

Overrides: Weapon.RangedAttackTime


SetSkin

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