I don't need to test my programs. I have an error-correcting modem.

UE1:DispersionPistol (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT Object >> Actor >> Inventory >> Weapon >> DispersionPistol
Package: 
UnrealShare
This class in other games:
RTNP, U1

DispersionPistol.

Properties[edit]

Amp[edit]

Type: Pickup


ChargeSize[edit]

Type: float


cl1[edit]

Type: ChargeLight


cl2[edit]

Type: ChargeLight


Count[edit]

Type: float


PowerLevel[edit]

Type: int

Modifiers: travel


PowerUpSound[edit]

Type: Sound


WeaponPos[edit]

Type: Object.Vector


Default values[edit]

Property Value
AltFireSound Sound'UnrealShare.Dispersion.DispShot'
AltProjectileClass Class'UnrealShare.DispersionAmmo'
AltRefireRate 0.3
AmmoName Class'UnrealShare.DefaultAmmo'
bAltWarnTarget True
bNoSmooth False
CollisionHeight 8.0
CollisionRadius 28.0
DeathMessage "%o was killed by %k's %w. What a loser!"
FireOffset
Member Value
X 12.0
Y -8.0
Z -15.0
FireSound Sound'UnrealShare.Dispersion.DispShot'
ItemName "Dispersion Pistol"
Mass 15.0
Mesh LodMesh'UnrealShare.DPistolPick'
Misc1Sound Sound'UnrealShare.Dispersion.PowerUp3'
PickupAmmoCount 50
PickupMessage "You got the Dispersion Pistol"
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'UnrealShare.DPistolPick'
PlayerViewMesh LodMesh'UnrealShare.DPistol'
PlayerViewOffset
Member Value
X 3.8
Y -2.0
Z -2.0
ProjectileClass Class'UnrealShare.DispersionAmmo'
RefireRate 0.85
SelectSound Sound'UnrealShare.Dispersion.DispPickup'
ShakeMag 200.0
ShakeTime 0.13
ShakeVert 2.0
Texture None
ThirdPersonMesh LodMesh'UnrealShare.DPistol3rd'

Instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: Weapon.AltFire


BecomePickup[edit]

function BecomePickup ()

Overrides: Weapon.BecomePickup


HandlePickupQuery[edit]

function bool HandlePickupQuery (Inventory Item)

Overrides: Weapon.HandlePickupQuery


PlayFiring[edit]

function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim[edit]

function PlayIdleAnim ()

Overrides: Weapon.PlayIdleAnim


PlaySelect[edit]

function PlaySelect ()

Overrides: Weapon.PlaySelect


ProjectileFire[edit]

function Projectile ProjectileFire (class<ProjectileProjClass, float ProjSpeed, bool bWarn)

Overrides: Weapon.ProjectileFire


RateSelf[edit]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


TweenDown[edit]

function TweenDown ()

Overrides: Weapon.TweenDown


TweenSelect[edit]

function TweenSelect ()

Overrides: Weapon.TweenSelect


States[edit]

AltFiring[edit]

Inherits from: Weapon.AltFiring

Ignores: AltFiring.AltFire

AltFiring.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


AltFiring.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


PowerUp[edit]

Ignores: AltFire, Fire

PowerUp.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


PowerUp.BringUp[edit]

function BringUp ()

Overrides: Weapon.BringUp (global)


PowerUp.PutDown[edit]

function bool PutDown ()

Overrides: Weapon.PutDown (global)


ShootLoad[edit]

ShootLoad.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


ShootLoad.AltFire[edit]

function AltFire (float F)

Overrides: AltFire (global)


ShootLoad.Fire[edit]

function Fire (float F)

Overrides: Weapon.Fire (global)