UE1:CARifle (RTNP)
- Package:
- UPak
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Combat Assault Rifle.uc $Date: 5/05/99 11:05a $ $Revision: 2 $
Properties
AdjustedAimStored
Type: Object.Rotator
Adjuster
Type: float
Used for adjusting aim error, etc.
bAltFireReady
Type: bool
bAutoTarget
Type: bool
bFirstFire
Type: bool
First pulse has no immediate recoil- this flag determines that
bTracerOn
Type: bool
CARDebugger
Type: CARDebug
Count
Type: float
InitialRounds
Type: int
Number of inital rounds fired before bFirstFire becomes false
LightCounter
Type: int
RoundsFired
Type: int
Won't need this much longer
ShotAccuracy
Type: float
StartingLocation
Type: Object.Vector
TraceCount
Type: int
Victim
Type: Pawn
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.4 | ||||||||
AltFireSound | Sound'UPak.CARifle.CARifleShell' | ||||||||
AltProjectileClass | Class'UPak.ExplosiveBullet' | ||||||||
AltRefireRate | 0.3 | ||||||||
AmmoName | Class'UPak.CARifleClip' | ||||||||
AutoSwitchPriority | 4 | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
CollisionHeight | 8.0 | ||||||||
FireOffset |
| ||||||||
FireSound | Sound'UPak.CARifle.ChainGun3' | ||||||||
InventoryGroup | 3 | ||||||||
ItemName | "Combat Assault Rifle" | ||||||||
Mesh | LodMesh'UPak.CARpickup' | ||||||||
PickupAmmoCount | 300 | ||||||||
PickupMessage | "You got the Combat Assault Rifle" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UPak.CARpickup' | ||||||||
PlayerViewMesh | LodMesh'UPak.Car1st' | ||||||||
PlayerViewOffset |
| ||||||||
RefireRate | 30.0 | ||||||||
SelectSound | Sound'UPak.CARifle.CARifleSelect' | ||||||||
ShakeMag | 200.0 | ||||||||
ShakeTime | 5.0E-4 | ||||||||
ShakeVert | 16.0 | ||||||||
ThirdPersonMesh | LodMesh'UPak.Car3rd' |
Functions
Exec functions
Debug
Tracer
Events
PostBeginPlay
Overrides: Weapon.PostBeginPlay
Timer
Overrides: Actor.Timer
Other instance functions
AltFire
Overrides: Weapon.AltFire
DropFrom
Overrides: Weapon.DropFrom
Finish
Overrides: Weapon.Finish
Fire
Overrides: Weapon.Fire
HandlePickupQuery
Overrides: Weapon.HandlePickupQuery
PlayAltFiring
Overrides: Weapon.PlayAltFiring
PlayFiring
Overrides: Weapon.PlayFiring
ProcessTraceHit
Overrides: Weapon.ProcessTraceHit
SetUpProjectile
ShakePlayer
TraceFire
Overrides: Weapon.TraceFire
States
AltFiring
AltFiring.AnimEnd
Overrides: Actor.AnimEnd (global)
AltFiring.EndState
Overrides: Object.EndState (global)
AltFiring.Tick
Overrides: Actor.Tick (global)
AltFiring.ShortFire
FinishFire
FinishFire.AltFire
Overrides: AltFire (global)
Idle
NormalFire
NormalFire.AnimEnd
Overrides: Actor.AnimEnd (global)
NormalFire.BeginState
Overrides: Object.BeginState (global)
NormalFire.EndState
Overrides: Object.EndState (global)
NormalFire.Tick
Overrides: Actor.Tick (global)
NormalFire.AltFire
Overrides: Weapon.NormalFire.AltFire