UE2:RedeemerFire (UT2004): Difference between revisions

From Unreal Wiki, The Unreal Engine Documentation Site
Auto-generated page
 
m added descriptions
 
Line 5: Line 5:
| parent3 = Object
| parent3 = Object
}}
}}
{{autogenerated}}
Primary, unguided fire mode of the {{cl|Redeemer}} weapon.
null


==Default values==
==Default values==
Line 136: Line 135:
'''Overrides:''' {{tl|MaxRange|WeaponFire|instance functions}}
'''Overrides:''' {{tl|MaxRange|WeaponFire|instance functions}}


<!-- enter function description -->
Returns the fixed maximum range of 20000[[UU]] for the AI.


====SpawnProjectile====
====SpawnProjectile====
Line 143: Line 142:
'''Overrides:''' {{tl|SpawnProjectile|ProjectileFire}}
'''Overrides:''' {{tl|SpawnProjectile|ProjectileFire}}


<!-- enter function description -->
Attempts to spawn the {{cl|RedeemerProjectile}} at the Start location and if that fails at the {{tl|Instigator||WeaponFire}}'s {{tl|Location||Actor properties}}. If the redeemer rocket can't be spawned at all, a {{cl|SmallRedeemerExplosion}} is spawned instead and 500 points of damage are applied to anyone within a radius of 400[[UU]], including the player attempting to fire the redeemer.

Latest revision as of 11:28, 30 November 2008

UT2004 Object >> WeaponFire >> ProjectileFire >> RedeemerFire
Package:
XWeapons
Direct subclass:
RedeemerGuidedFire
This class in other games:

Primary, unguided fire mode of the Redeemer weapon.

Default values

Property Value
AmmoClass Class'XWeapons.RedeemerAmmo'
AmmoPerFire 1
BotRefireRate 0.5
bRecommendSplashDamage True
bSplashDamage True
FireForce "redeemer_shoot"
FireRate 1.0
FireSound Sound'WeaponSounds.redeemer_shoot'
ProjectileClass Class'XWeapons.RedeemerProjectile'
ProjSpawnOffset
Member Value
X 100.0
Y 0.0
Z 0.0
ShakeOffsetMag
Member Value
X -20.0
Y 0.0
Z 0.0
ShakeOffsetRate
Member Value
X -1000.0
Y 0.0
Z 0.0
ShakeOffsetTime 2.0
ShakeRotMag
Member Value
X 0.0
Y 0.0
Z 0.0
ShakeRotRate
Member Value
X 0.0
Y 0.0
Z 0.0
ShakeRotTime 2.0
TransientSoundVolume 1.0

Instance functions

MaxRange

function float MaxRange ()

Overrides: WeaponFire.MaxRange

Returns the fixed maximum range of 20000UU for the AI.

SpawnProjectile

function Projectile SpawnProjectile (Object.Vector Start, Object.Rotator Dir)

Overrides: ProjectileFire.SpawnProjectile

Attempts to spawn the RedeemerProjectile at the Start location and if that fails at the Instigator's Location. If the redeemer rocket can't be spawned at all, a SmallRedeemerExplosion is spawned instead and 500 points of damage are applied to anyone within a radius of 400UU, including the player attempting to fire the redeemer.