| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.Painter
ONSPainter, StormCaster
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| Vector | EndEffect |
| IonCannon | FirstCannon |
| float | LastFOV |
| vector | MarkLocation |
| bool | zoomed |
| Gfx | |
| Color | ArrowColor |
| float | borderX |
| float | borderY |
| Color | ChargeColor |
| Color | FocusColor |
| float | focusX |
| float | focusY |
| float | innerArrowsX |
| float | innerArrowsY |
| vector | RechargeOrigin |
| vector | RechargeSize |
| 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)) | |
![]() | IonCannon | CheckMark (vector MarkLocation, bool bFire)) |
![]() | ClientStartFire (int mode)) | |
![]() | ClientStopFire (int mode)) | |
![]() | ClientWeaponThrown ())) | |
![]() | bool | ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)) |
![]() | float | GetAIRating ())) |
![]() | bool | HasAmmo ())) |
![]() | bool | PutDown ())) |
![]() | float | RangedAttackTime ())) |
![]() | ReallyConsumeAmmo (int Mode, float load)) | |
![]() | bool | RecommendLongRangedAttack ())) |
![]() | bool | RecommendRangedAttack ())) |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | SetZoomBlendColor (Canvas c)) | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
CheckMark Source code
ClientStartFire Source code
ClientStopFire Source code
ClientWeaponThrown Source code
ConsumeAmmo Source code
GetAIRating Source code
HasAmmo Source code
PutDown Source code
RangedAttackTime Source code
ReallyConsumeAmmo Source code
RecommendLongRangedAttack Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SetZoomBlendColor Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code| Defaultproperties |
|---|
defaultproperties
{
HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
FireModeClass(0)=PainterFire
FireModeClass(1)=PainterZoom
InventoryGroup=0
DrawScale=1.0
Mesh=mesh'Weapons.Painter_1st'
ItemName="Ion Painter"
Description="The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity.||The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon.|Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect."
BobDamping=1.575000
PickupClass=class'PainterPickup'
EffectOffset=(X=100,Y=25,Z=-3)
PutDownAnim=PutDown
DisplayFOV=60
PlayerViewOffset=(X=25,Y=2,Z=-1)
SmallViewOffset=(X=37,Y=8,Z=-7)
PlayerViewPivot=(Pitch=0,Roll=0,Yaw=0)
AttachmentClass=class'PainterAttachment'
SelectSound=Sound'WeaponSounds.LinkGun.SwitchToLinkGun'
IconMaterial=Material'HudContent.Generic.HUD'
IconCoords=(X1=0,Y1=407,X2=118,Y2=442)
SelectForce="SwitchToLinkGun"
AIRating=1.0
CurrentRating=1.0
borderX=60.0
borderY=60.0
focusX=135
focusY=105
innerArrowsX=42.0
innerArrowsY=42.0
ChargeColor=(R=255,G=255,B=255,A=255)
FocusColor=(R=71,G=90,B=126,A=215)
ArrowColor=(R=200,G=200,B=200,A=255)
RechargeOrigin=(X=600,Y=330,Z=0)
RechargeSize=(X=10,Y=-180,Z=0)
bNotInDemo=true
DemoReplacement=class'xWeapons.SniperRifle'
Priority=15
CenteredOffsetY=-22.0
CenteredRoll=1000
CustomCrosshair=13
CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Circle2"
CustomCrosshairColor=(r=255,g=255,b=128,a=255)
CustomCrosshairScale=+2.0
}
|
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