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UT2k4Assault.FM_Sentinel_Fire

Extends
ProjectileFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- XWeapons.ProjectileFire
      |   
      +-- UT2k4Assault.FM_Sentinel_Fire

Variables Summary
class<Projectile>TeamProjectileClasses[2]
Inherited Variables from XWeapons.ProjectileFire
ProjPerFire, ProjSpawnOffset
Inherited Variables from Engine.WeaponFire
AimError, AmmoClass, AmmoClipSize, AmmoPerFire, bAttachFlashEmitter, bAttachSmokeEmitter, bFireOnRelease, bInstantHit, bInstantStop, bIsFiring, bLeadTarget, bModeExclusive, bNowWaiting, BotRefireRate, bPawnRapidFireAnim, bRecommendSplashDamage, bReflective, bServerDelayStartFire, bServerDelayStopFire, bSplashDamage, bSplashJump, bTimerLoop, bTossed, bWaitForRelease, DamageAtten, FireAnim, FireAnimRate, FireCount, FireEndAnim, FireEndAnimRate, FireForce, FireLoopAnim, FireLoopAnimRate, FireRate, FireSound, FlashEmitter, FlashEmitterClass, HoldTime, Instigator, Level, Load, MaxHoldTime, NextFireTime, NextTimerPop, NoAmmoForce, NoAmmoSound, Owner, PreFireAnim, PreFireAnimRate, PreFireTime, ProjectileClass, ReloadAnim, ReloadAnimRate, ReloadForce, ReloadSound, SavedFireProperties, ServerStartFireTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, SmokeEmitter, SmokeEmitterClass, Spread, SpreadStyle, ThisModeNum, TimerInterval, TransientSoundRadius, TransientSoundVolume, TweenTime, WarnTargetPct, Weapon

Enumerations Summary
Inherited Enumerations from Engine.WeaponFire
ESpreadStyle

Functions Summary
functionbool AllowFire ()))
function DoFireEffect ()))
functionvector MyGetFireStart (vector X, vector Y, vector Z))
functionprojectile SpawnProjectile (Vector Start, Rotator Dir))
Inherited Functions from XWeapons.ProjectileFire
DoFireEffect, GetFireStart, SpawnProjectile
Inherited Functions from Engine.WeaponFire
AdjustAim, AllowFire, BeginPlay, ClientPlayForceFeedback, DestroyEffects, DisplayDebug, DoFireEffect, DrawMuzzleFlash, FlashMuzzleFlash, GetFireStart, InitEffects, IsFiring, MaxRange, ModeDoFire, ModeHoldFire, ModeTick, PlayFireEnd, PlayFiring, PlayPreFire, PlayStartHold, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ServerPlayFiring, SetInitialState, SetTimer, ShakeView, Spawn, StartBerserk, StartFiring, StartMuzzleSmoke, StartSuperBerserk, StopBerserk, StopFiring, StopForceFeedback, Timer, Trace, Update


Variables Detail

TeamProjectileClasses[2] Source code

var class<Projectile> TeamProjectileClasses[2];


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( ) )

DoFireEffect Source code

function DoFireEffect ( ) )

MyGetFireStart Source code

simulated function vector MyGetFireStart ( vector X, vector Y, vector Z) )

SpawnProjectile Source code

function projectile SpawnProjectile ( Vector Start, Rotator Dir) )


Defaultproperties

defaultproperties
{
    AmmoClass=class'Ammo_Dummy'
    AmmoPerFire=0


    FireAnim=Fire
    FireLoopAnim=None
    FireEndAnim=None
	TweenTime=0.0
	FireAnimRate=0.45


    ProjSpawnOffset=(X=200,Y=14,Z=-14)


    FireForce="TranslocatorFire"  

    FlashEmitterClass=None


    FireRate=0.25


    bSplashDamage=false
    bRecommendSplashDamage=false
    BotRefireRate=0.99
	WarnTargetPct=+0.4


    ShakeOffsetMag=(X=0.0,Y=1.0,Z=0.0)
    ShakeOffsetRate=(X=0.0,Y=-2000.0,Z=0.0)
    ShakeOffsetTime=4
    ShakeRotMag=(X=40.0,Y=0.0,Z=0.0)
    ShakeRotRate=(X=2000.0,Y=0.0,Z=0.0)
    ShakeRotTime=2


	FireSound=Sound'AssaultSounds.HnShipFire01'
	TeamProjectileClasses[0]=class'UT2k4Assault.PROJ_Sentinel_Laser_Red'
	TeamProjectileClasses[1]=class'UT2k4Assault.PROJ_Sentinel_Laser'
}

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Creation time: Do 14.8.2014 09:58:06.221 - Created with UnCodeX