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UTGame.UTWeap_InstagibRifle

Extends
UTWeapon
Modifiers
HideDropDown

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTWeap_InstagibRifle

Variables Summary
array<ParticleSystem>TeamMuzzleFlashes
array<MaterialInterface>TeamSkins
Inherited Variables from UTGame.UTWeapon
AdditionalHintString, AimError, AimingHelpRadius[2], AmmoCount, AmmoDisplayType, AmmoPickupClass, ArmFireAnim, ArmIdleAnims, ArmsAnimSet, ArmsEquipAnim, ArmsPutDownAnim, AttachmentClass, bAllowFiringWithoutController, bCanDestroyBarricades, bConsiderProjectileAcceleration, bDebugWeapon, bExportMenuData, bFastRepeater, bForceHidden, bHasLocationSpeech, bLeadTarget, bLockedAimWhileFiring, bMuzzleFlashAttached, bMuzzleFlashPSCLoops, bNeverForwardPendingFire, BobDamping, bPendingShow, bRecommendSplashDamage, bShowAltMuzzlePSCWhenWeaponHidden, bSmallWeapons, bSniping, bSplashJump, bSuperWeapon, bSuppressSounds, bTargetAdhesionEnabled, bTargetFrictionEnabled, bUsesOffhand, bUsingAimingHelp, bWarnIfInLocker, bWasLocked, bZoomedFireMode, CrosshairColor, CrossHairCoordinates, CrosshairImage, CrosshairScaling, CrouchHintString, CurrentLockedScale, CurrentRating, DroppedPickupOffsetZ, EffectSockets, FinalLockedScale, FireCameraAnim, GroupWeight, HiddenWeaponsOffset, HitEnemy, IconCoordinates, IconHeight, IconWidth, IconX, IconY, InventoryGroup, InventoryWeight, JumpDamping, JumpHintString, LastHitEnemyTime, LastRotation, LastRotUpdate, LocationSpeech, LockedCrossHairCoordinates, LockedScaleTime, LockedStartTime, LockerAmmoCount, LockerOffset, LockerRotation, MaxAmmoCount, MaxPitchLag, MaxYawLag, MinReloadPct, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, NeedToPickUpAnnouncement, OldLeadMag[2], OldMaxDiff[2], OldRotDiff[2], OverlayMesh, PivotTranslation, PlayerViewOffset, PrimaryFireHintString, ProjectileSpawnOffset, QuickPickGroup, QuickPickWeight, ReturnChgSpeed, RotChgSpeed, SecondaryFireHintString, ShotCost, SimpleCrossHairCoordinates, SmallWeaponsOffset, StartLockedScale, SwitchAbortTime, TargetAdhesionAimDistY, TargetAdhesionAimDistZ, TargetAdhesionDistanceMax, TargetAdhesionPlayerVelocityMin, TargetAdhesionScaleAmountMin, TargetAdhesionScaleRange, TargetAdhesionTargetVelocityMin, TargetAdhesionTimeMax, TargetAdhesionZoomedBoostValue, TargetFrictionDistanceCurve, TargetFrictionDistanceMax, TargetFrictionDistanceMin, TargetFrictionDistancePeak, TargetFrictionMultiplierRange, TargetFrictionOffset, TargetFrictionPeakHeightScale, TargetFrictionPeakRadiusScale, TargetFrictionZoomedBoostValue, UseHintString, WeaponCanvasXPct, WeaponCanvasYPct, WeaponColor, WeaponEquipAnim, WeaponEquipSnd, WeaponFireAnim, WeaponFireSnd, WeaponIdleAnims, WeaponPutDownAnim, WeaponPutDownSnd, WideScreenOffsetScaling, WidescreenRotationOffset, ZoomedFireModeNum, ZoomedRate, ZoomedTargetFOV, ZoomedTurnSpeedScalePct, ZoomFadeTime, ZoomInSound, ZoomOutSound

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName))
functionfloat GetAIRating ()))
functionfloat RangedAttackTime ()))
function SetSkin (Material NewMaterial))
Inherited Functions from UTGame.UTWeapon
Activate, ActiveRenderOverlays, AddAmmo, AdjustPlayerDamage, AdjustWeaponTimingForConsole, AllowSwitchTo, AmmoMaxed, AttachMuzzleFlash, AttachWeaponTo, BeginFire, BeginState, BestMode, BotDesireability, bReadyToFire, CalcInventoryWeight, CanAttack, CanHeal, CanThrow, CanViewAccelerationWhenFiring, CauseMuzzleFlash, CauseMuzzleFlashLight, ChangeVisibility, CheckZoom, ClientEndFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CoversScreenSpace, CreateOverlayMesh, DenyClientWeaponSet, DenyPickupQuery, DesireAmmo, Destroyed, DetachMuzzleFlash, DetachWeapon, DetourWeight, DisplayDebug, DrawKillIcon, DrawLockedOn, DrawWeaponCrosshair, DropFrom, EnableFriendlyWarningCrosshair, EndFire, EndState, EndZoom, EnsureWeaponOverlayComponentLast, FireAmmunition, FireHack, FireOnRelease, FiringPutDownWeapon, GetAmmoCount, GetArmAnimNodeSeq, GetEffectLocation, GetEquipTime, GetFireInterval, GetHand, GetOptimalRangeFor, GetOwnerName, GetPhysicalFireStartLoc, GetPowerPerc, GetViewAxes, GetWeaponRating, GetZoomedState, GivenTo, HasAmmo, HasAnyAmmo, HolderEnteredVehicle, InstantAimHelp, InstantFire, InstantFireEndTrace, InstantFireStartTrace, IsFullyCharged, LagRot, Loaded, MuzzleFlashTimer, NeedAmmo, OnAnimEnd, PlayArmAnimation, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, PlayWeaponEquip, PlayWeaponPutDown, PostBeginPlay, PreloadTextures, ProcessInstantHit, ProjectileFire, ReadyToFire, RefireCheckTimer, ReplicatedEvent, SendToFiringState, ServerReselectWeapon, ServerStartFire, SetMuzzleFlashParams, SetPosition, SetSkin, SetupArmsAnim, SetWeaponOverlayFlags, ShakeView, ShouldFireWithoutTarget, ShouldLagRot, ShouldSwitchTo, SplashJump, StartFire, StartZoom, StillFiring, StopFireEffects, StopMuzzleFlash, ThrottleLook, TimeWeaponEquipping, TimeWeaponPutDown, TryPutDown, WeaponEmpty, WeaponEquipAborted, WeaponPlaySound


Variables Detail

TeamMuzzleFlashes Source code

var array<ParticleSystem> TeamMuzzleFlashes;

TeamSkins Source code

var array<MaterialInterface> TeamSkins;


Functions Detail

AttachWeaponTo Source code

simulated function AttachWeaponTo ( SkeletalMeshComponent MeshCpnt, optional name SocketName) )

GetAIRating Source code

function float GetAIRating ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )


Defaultproperties

defaultproperties
{
   TeamSkins(0)=Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'
   TeamSkins(1)=Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'
   TeamMuzzleFlashes(0)=ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'
   TeamMuzzleFlashes(1)=ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'
   bExportMenuData=False
   bSniping=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   ShotCost(0)=0
   ShotCost(1)=0
   IconX=400
   IconY=129
   IconWidth=22
   IconHeight=48
   IconCoordinates=(U=722.000000,V=479.000000,UL=166.000000,VL=42.000000)
   CrossHairCoordinates=(U=320.000000,V=0.000000)
   InventoryGroup=12
   AttachmentClass=Class'UTGame.UTAttachment_InstagibRifle'
   GroupWeight=0.500000
   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'
   WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
   WeaponColor=(B=255,G=0,R=160,A=255)
   MuzzleFlashSocket="MF"
   PlayerViewOffset=(X=17.000000,Y=10.000000,Z=-8.000000)
   CurrentRating=1.000000
   FireInterval(0)=1.100000
   FireInterval(1)=1.100000
   InstantHitDamage(0)=1000.000000
   InstantHitDamage(1)=1000.000000
   InstantHitMomentum(0)=100000.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_Instagib'
   InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_Instagib'
   FireOffset=(X=20.000000,Y=5.000000,Z=0.000000)
   bCanThrow=False
   bInstantHit=True
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=60.000000
      SkeletalMesh=SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTWeap_InstagibRifle:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
      Rotation=(Pitch=0,Yaw=-16384,Roll=0)
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=4.300000
   AIRating=1.000000
   ItemName="Instagib Rifle"
   PickupMessage="Instagib ShockRifle"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_InstagibRifle"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: Mon 26/11/2007 17:41:39.640 - Created with UnCodeX