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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
{
     TeamProjectileClasses(0)=Class'UT2k4Assault.PROJ_Sentinel_Laser_Red'
     TeamProjectileClasses(1)=Class'UT2k4Assault.PROJ_Sentinel_Laser'
     ProjSpawnOffset=(X=200.000000,Y=14.000000,Z=-14.000000)
     FireLoopAnim=
     FireEndAnim=
     FireAnimRate=0.450000
     TweenTime=0.000000
     FireSound=Sound'AssaultSounds.HumanShip.HnShipFire01'
     FireForce="TranslocatorFire"
     FireRate=0.250000
     AmmoClass=Class'UT2k4Assault.Ammo_Dummy'
     ShakeRotMag=(X=40.000000)
     ShakeRotRate=(X=2000.000000)
     ShakeRotTime=2.000000
     ShakeOffsetMag=(Y=1.000000)
     ShakeOffsetRate=(Y=-2000.000000)
     ShakeOffsetTime=4.000000
     BotRefireRate=0.990000
     WarnTargetPct=0.400000
}

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Creation time: Wed 7/2/2007 19:15:58.656 - Created with UnCodeX