UE2:LinkGun (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- XWeapons
- Direct subclass:
- Weapon_LinkTurret
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Link Gun
Properties
Property group 'LinkGun'
Linking
Type: bool
Links
Type: int
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.68 | ||||||||||
AttachmentClass | Class'XWeapons.LinkAttachment' | ||||||||||
bMatchWeapons | True | ||||||||||
BobDamping | 1.575 | ||||||||||
CenteredOffsetY | -5.0 | ||||||||||
CenteredRoll | 3000 | ||||||||||
CenteredYaw | -1000 | ||||||||||
CurrentRating | 0.68 | ||||||||||
CustomCrosshair | 10 | ||||||||||
CustomCrossHairColor |
| ||||||||||
CustomCrossHairTextureName | "Crosshairs.Hud.Crosshair_Bracket1" | ||||||||||
Description | While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link.|It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack." | ||||||||||
DisplayFOV | 60.0 | ||||||||||
EffectOffset |
| ||||||||||
FireModeClass[0] | XWeapons.LinkAltFire | ||||||||||
FireModeClass[1] | XWeapons.LinkFire | ||||||||||
HudColor |
| ||||||||||
IconCoords |
| ||||||||||
IconMaterial | Material'HudContent.Generic.HUD' | ||||||||||
IdleAnimRate | 0.03 | ||||||||||
InventoryGroup | 5 | ||||||||||
ItemName | "Link Gun" | ||||||||||
Mesh | Mesh'NewWeapons2004.FatLinkGun' | ||||||||||
OldCenteredOffsetY | -12.0 | ||||||||||
OldCenteredRoll | 3000 | ||||||||||
OldCenteredYaw | -300 | ||||||||||
OldMesh | Mesh'Weapons.LinkGun_1st' | ||||||||||
OldPickup | "WeaponStaticMesh.LinkGunPickup" | ||||||||||
OldPlayerViewOffset |
| ||||||||||
OldPlayerViewPivot |
| ||||||||||
OldSmallViewOffset |
| ||||||||||
PickupClass | Class'XWeapons.LinkGunPickup' | ||||||||||
PlayerViewOffset |
| ||||||||||
PlayerViewPivot |
| ||||||||||
Priority | 7 | ||||||||||
PutDownAnim | 'PutDown' | ||||||||||
SelectForce | "SwitchToLinkGun" | ||||||||||
SelectSound | Sound'NewWeaponSounds.NewLinkSelect' | ||||||||||
SmallViewOffset |
|
Functions
Events
Destroyed
simulated event Destroyed ()
Overrides: Weapon.Destroyed
RenderOverlays
simulated event RenderOverlays (Canvas Canvas)
Overrides: Weapon.RenderOverlays
WeaponTick
simulated event WeaponTick (float dt)
Overrides: Weapon.WeaponTick
Other instance functions
BestMode
function byte BestMode ()
Overrides: Weapon.BestMode
BringUp
simulated function BringUp (optional Weapon PrevWeapon)
Overrides: Weapon.BringUp
CanHeal
Overrides: Weapon.CanHeal
ConsumeAmmo
Overrides: Weapon.ConsumeAmmo
FocusOnLeader
Overrides: Weapon.FocusOnLeader
GetAIRating
function float GetAIRating ()
Overrides: Weapon.GetAIRating
GetEffectStart
simulated function Object.Vector GetEffectStart ()
Overrides: Weapon.GetEffectStart
HasAmmo
simulated function bool HasAmmo ()
Overrides: Weapon.HasAmmo
IncrementFlashCount
simulated function IncrementFlashCount (int mode)
Overrides: Weapon.IncrementFlashCount
LinkedConsumeAmmo
LinkedTo
PutDown
simulated function bool PutDown ()
Overrides: Weapon.PutDown
StartFire
Overrides: Weapon.StartFire
SuggestAttackStyle
function float SuggestAttackStyle ()
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
function float SuggestDefenseStyle ()
Overrides: Weapon.SuggestDefenseStyle
UpdateLinkColor
simulated function UpdateLinkColor (LinkAttachment.ELinkColor Color)