UE2:ShieldGun (UT2004)

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

Shield Gun

Properties

ShieldHitForce

Type: string


Default value: "ShieldReflection"

ShieldHitSound

Type: Sound


Default value: Sound'WeaponSounds.ShieldGun.ShieldReflection'

Default values

Property Value
AIRating 0.35
AttachmentClass Class'XWeapons.ShieldAttachment'
bCanThrow False
bMeleeWeapon True
BobDamping 2.2
bShowChargingBar True
CenteredOffsetY -9.0
CenteredRoll 1000
CurrentRating 0.35
CustomCrosshair 6
CustomCrossHairColor
Member Value
A 255
B 121
G 188
R 255
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Pointer"
Description "The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal."
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 15.0
Y 5.5
Z 2.0
FireModeClass[0] XWeapons.ShieldFire
FireModeClass[1] XWeapons.ShieldAltFire
HighDetailOverlay Material'UT2004Weapons.WeaponSpecMap2'
HudColor
Member Value
A 255
B 121
G 188
R 255
IconCoords
Member Value
X1 169
X2 241
Y1 39
Y2 77
IconMaterial Material'HudContent.Generic.HUD'
ItemName "Shield Gun"
Mesh Mesh'Weapons.ShieldGun_1st'
PickupClass Class'XWeapons.ShieldGunPickup'
PlayerViewOffset
Member Value
X 2.0
Y -0.7
Z -2.7
PlayerViewPivot
Member Value
Pitch 500
Roll 0
Yaw 500
Priority 2
PutDownAnim 'PutDown'
SelectForce "ShieldGun_change"
SelectSound Sound'WeaponSounds.ShieldGun_change'
SmallViewOffset
Member Value
X 10.0
Y 3.3
Z -6.7

Functions

Events

AnimEnd

event AnimEnd (int channel)

Overrides: Weapon.AnimEnd


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Timer

simulated event Timer ()

Overrides: Weapon.Timer


Other instance functions

AdjustPlayerDamage

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Weapon.AdjustPlayerDamage


AmmoStatus

simulated function float AmmoStatus (optional int Mode)

Overrides: Weapon.AmmoStatus


BestMode

function byte BestMode ()

Overrides: Weapon.BestMode


BringUp

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


CanAttack

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


CenteredEffectStart

simulated function Object.Vector CenteredEffectStart ()

Overrides: Weapon.CenteredEffectStart


ChargeBar

simulated function float ChargeBar ()

Overrides: Weapon.ChargeBar


CheckReflect

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)

Overrides: Weapon.CheckReflect


ClientTakeHit

simulated function ClientTakeHit (int Drain)


DoAutoSwitch

simulated function DoAutoSwitch ()

Overrides: Weapon.DoAutoSwitch


DoReflectEffect

function DoReflectEffect (int Drain)

Overrides: Weapon.DoReflectEffect


FireHack

function FireHack (byte Mode)

Overrides: Weapon.FireHack


GetAIRating

function float GetAIRating ()

Overrides: Weapon.GetAIRating


GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Weapon.GiveTo


SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle