UE2:BallLauncher (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> BallLauncher
Package: 
XWeapons

null

Properties

Property group 'BallLauncher'

HealRate

Type: float


Default value: 5.0

launchedBall

Type: bool

Modifiers: transient


PassAmbient

Type: Sound


Default value: Sound'IndoorAmbience.Machinery36'

PassTarget

Type: Pawn

Modifiers: transient


PassTargetLocked

Type: Sound


Default value: Sound'WeaponSounds.BLockon1'

PassTargetLockedForce

Type: string


Default value: "LockOn"

PassTargetLost

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

PassTargetLostForce

Type: string


Default value: "SeekLost"

Internal variables

AITarget

Type: Actor

used by AI

HealAccum

Type: float

Modifiers: transient


SwitchTestTime

Type: float

Modifiers: transient


Default values

Property Value
AIRating 0.1
AttachmentClass Class'XWeapons.BallAttachment'
bCanThrow False
bForceSwitch True
bNoInstagibReplace True
bNotInPriorityList True
bNoVoluntarySwitch True
BobDamping 2.2
CenteredOffsetY -5.0
CenteredRoll 5000
CenteredYaw -300
CurrentRating 0.1
CustomCrosshair 11
CustomCrossHairColor
Member Value
A 255
B 0
G 255
R 255
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Bracket2"
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 30.0
Y 10.0
Z -10.0
FireModeClass[0] XWeapons.BallShoot
FireModeClass[1] XWeapons.BallTarget
InventoryGroup 15
ItemName "Ball Launcher"
Mesh Mesh'Weapons.BallLauncher_1st'
MinReloadPct 0.0
PlayerViewOffset
Member Value
X 11.0
Y 0.0
Z 0.0
PlayerViewPivot
Member Value
Pitch 0
Roll 0
Yaw 0
Priority 17
PutDownAnim 'PutDown'
PutDownAnimRate 2.5
PutDownTime 0.2
SelectForce "ballgun_change"
SelectSound Sound'WeaponSounds.ballgun_change'
SmallViewOffset
Member Value
X 23.0
Y 6.0
Z -6.0

Functions

Events

Tick

simulated event Tick (float dt)

Overrides: Actor.Tick


Other instance functions

BotFire

function bool BotFire (bool bFinished, optional name FiringMode)

Overrides: Weapon.BotFire


BringUp

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


CanAttack

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas Canvas)

Overrides: Weapon.DrawWeaponInfo


HasAmmo

simulated function bool HasAmmo ()

Overrides: Weapon.HasAmmo


ModifyPawn

function ModifyPawn (float dt)


NewDrawWeaponInfo

simulated function NewDrawWeaponInfo (Canvas Canvas, float YPos)

Overrides: Weapon.NewDrawWeaponInfo


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.NextWeapon


OutOfAmmo

simulated function OutOfAmmo ()

Overrides: Weapon.OutOfAmmo


PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.PrevWeapon


PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown


RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Weapon.RecommendWeapon


SetAITarget

function SetAITarget (Actor T)

Overrides: Weapon.SetAITarget


SetPassTarget

function SetPassTarget (Pawn passTarg)


ShootHoop

function bool ShootHoop (Controller B, Object.Vector ShootLoc)

Overrides: Weapon.ShootHoop


StartFire

simulated function bool StartFire (int modeNum)

Overrides: Weapon.StartFire


SynchronizeWeapon

function SynchronizeWeapon (Weapon ClientWeapon)

Overrides: Weapon.SynchronizeWeapon