| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.SniperRifle
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| float | LastFOV |
| Gfx | |
| Color | ArrowColor |
| float | borderX |
| float | borderY |
| Color | ChargeColor |
| Color | FocusColor |
| float | focusX |
| float | focusY |
| float | innerArrowsX |
| float | innerArrowsY |
| Color | NoTargetColor |
| vector | RechargeOrigin |
| vector | RechargeSize |
| Color | TargetColor |
| float | testX |
| float | testY |
| SniperRifle | |
| xEmitter | chargeEmitter |
| bool | zoomed |
| Inherited Variables from Engine.Inventory |
|---|
| AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Weapon |
|---|
| EWeaponClientState |
| Functions Summary | ||
|---|---|---|
![]() | byte | BestMode ())) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | ClientStartFire (int mode)) | |
![]() | ClientStopFire (int mode)) | |
![]() | ClientWeaponThrown ())) | |
![]() | Destroyed ())) | |
![]() | float | GetAIRating ())) |
![]() | IncrementFlashCount (int Mode)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PutDown ())) |
![]() | bool | RecommendRangedAttack ())) |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | SetZoomBlendColor (Canvas c)) | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | Tick (float t )) TickEffects | |
| States Summary |
|---|
| TickEffects Source code |
|---|
|
state TickEffects |
| Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
ClientStartFire Source code
ClientStopFire Source code
ClientWeaponThrown Source code
Destroyed Source code
GetAIRating Source code
IncrementFlashCount Source code
PostBeginPlay Source code
PutDown Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SetZoomBlendColor Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
Tick TickEffects Source code| Defaultproperties |
|---|
defaultproperties
{
testX=100.000000
testY=100.000000
borderX=60.000000
borderY=60.000000
focusX=135.000000
focusY=105.000000
innerArrowsX=42.000000
innerArrowsY=42.000000
ArrowColor=(R=255,A=255)
TargetColor=(B=255,G=255,R=255,A=255)
NoTargetColor=(B=200,G=200,R=200,A=255)
FocusColor=(B=126,G=90,R=71,A=215)
ChargeColor=(B=255,G=255,R=255,A=255)
RechargeOrigin=(X=600.000000,Y=330.000000)
RechargeSize=(X=10.000000,Y=-180.000000)
FireModeClass(0)=Class'XWeapons.SniperFire'
FireModeClass(1)=Class'XWeapons.SniperZoom'
SelectAnim="Pickup"
PutDownAnim="PutDown"
SelectAnimRate=1.250000
BringUpTime=0.360000
SelectSound=Sound'WeaponSounds.LightningGun.SwitchToLightningGun'
SelectForce="SwitchToLightningGun"
AIRating=0.690000
CurrentRating=0.690000
bSniping=True
bUseOldWeaponMesh=True
Description="The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target."
EffectOffset=(X=100.000000,Y=28.000000,Z=-26.000000)
DisplayFOV=60.000000
Priority=10
HudColor=(B=255,G=170,R=185)
SmallViewOffset=(X=8.000000,Y=6.300000,Z=-4.000000)
SmallEffectOffset=(X=92.000000,Y=32.000000,Z=-35.000000)
CenteredOffsetY=0.000000
CenteredYaw=-500
CustomCrosshair=5
CustomCrossHairColor=(B=165,G=0,R=126)
CustomCrossHairTextureName="ONSInterface-TX.grenadeLauncherReticle"
MinReloadPct=0.250000
InventoryGroup=9
PickupClass=Class'XWeapons.SniperRiflePickup'
PlayerViewOffset=(Y=2.300000)
BobDamping=2.300000
AttachmentClass=Class'XWeapons.SniperAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X1=246,Y1=182,X2=331,Y2=210)
ItemName="Lightning Gun"
LightType=LT_Steady
LightEffect=LE_NonIncidence
LightHue=165
LightSaturation=170
LightBrightness=255.000000
LightRadius=5.000000
LightPeriod=3
Mesh=SkeletalMesh'Weapons.Sniper_1st'
DrawScale=0.400000
HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}
|
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