UE2:MinigunFire (UT2004)

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UT2004 Object >> WeaponFire >> InstantFire >> MinigunFire
Package: 
XWeapons

null

Properties

Property group 'MinigunFire'

BarrelRotationsPerSec

Type: float


Default value: 3.0

FireTime

Type: float


FiringForce

Type: string


Default value: "minifireb"

FiringSound

Type: Sound


Default value: Sound'NewWeaponSounds.NewMinigunFire'

MaxRollSpeed

Type: float


MinigunSoundVolume

Type: byte


Default value: 220

RollSpeed

Type: float


RoundsPerRotation

Type: int


Default value: 5

WindingForce

Type: string


Default value: "miniempty"

WindingSound

Type: Sound


Default value: Sound'WeaponSounds.MiniGun.MiniEmpty'

WindUpTime

Type: float


Default value: 0.27

Internal variables

Gun

Type: Minigun


Default values

Property Value
AimError 900.0
AmmoClass Class'XWeapons.MinigunAmmo'
AmmoPerFire 1
BotRefireRate 0.99
bPawnRapidFireAnim True
DamageMax 8
DamageMin 7
DamageType Class'XWeapons.DamTypeMinigunBullet'
FireLoopAnimRate 9.0
FlashEmitterClass Class'XEffects.MinigunMuzFlash1st'
Momentum 0.0
PreFireTime 0.27
ShakeOffsetMag
Member Value
X 1.0
Y 1.0
Z 1.0
ShakeOffsetRate
Member Value
X 1000.0
Y 1000.0
Z 1000.0
ShakeOffsetTime 2.0
ShakeRotMag
Member Value
X 50.0
Y 50.0
Z 50.0
ShakeRotRate
Member Value
X 10000.0
Y 10000.0
Z 10000.0
ShakeRotTime 2.0
SmokeEmitterClass Class'XEffects.MinigunMuzzleSmoke'
Spread 0.08
SpreadStyle SS_Random

Instance functions

FlashMuzzleFlash

function FlashMuzzleFlash ()

Overrides: WeaponFire.FlashMuzzleFlash


InitEffects

function InitEffects ()

Overrides: WeaponFire.InitEffects


IsIdle

function bool IsIdle ()


PlayAmbientSound

function PlayAmbientSound (Sound aSound)


PlayFireEnd

function PlayFireEnd ()

Overrides: WeaponFire.PlayFireEnd


PlayFiring

function PlayFiring ()

Overrides: WeaponFire.PlayFiring


PlayPreFire

function PlayPreFire ()

Overrides: WeaponFire.PlayPreFire


PlayStartHold

function PlayStartHold ()

Overrides: WeaponFire.PlayStartHold


PostBeginPlay

function PostBeginPlay ()

Overrides: WeaponFire.PostBeginPlay


StartBerserk

function StartBerserk ()

Overrides: WeaponFire.StartBerserk


StartFiring

function StartFiring ()

Overrides: WeaponFire.StartFiring


StartSuperBerserk

function StartSuperBerserk ()

Overrides: WeaponFire.StartSuperBerserk


StopBerserk

function StopBerserk ()

Overrides: WeaponFire.StopBerserk


StopFiring

function StopFiring ()

Overrides: WeaponFire.StopFiring


StopRolling

function StopRolling ()


States

FireLoop

FireLoop.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


FireLoop.EndState

event EndState ()

Overrides: Object.EndState (global)


FireLoop.ModeTick

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


FireLoop.StopFiring

function StopFiring ()

Overrides: StopFiring (global)


Idle

Modifiers: auto

Idle.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Idle.EndState

event EndState ()

Overrides: Object.EndState (global)


Idle.IsIdle

function bool IsIdle ()

Overrides: IsIdle (global)


Idle.StartFiring

function StartFiring ()

Overrides: StartFiring (global)


WindDown

WindDown.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


WindDown.EndState

event EndState ()

Overrides: Object.EndState (global)


WindDown.ModeTick

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


WindDown.StartFiring

function StartFiring ()

Overrides: StartFiring (global)


WindUp

WindUp.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


WindUp.EndState

event EndState ()

Overrides: Object.EndState (global)


WindUp.ModeTick

event ModeTick (float dt)

Overrides: WeaponFire.ModeTick (global)


WindUp.StopFiring

function StopFiring ()

Overrides: StopFiring (global)