| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- Onslaught.ONSAVRiL
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| Material | BaseMaterial |
| bool | bLockedOn |
| Color | CrosshairColor |
| Texture | CrosshairTexture |
| float | CrosshairX |
| float | CrosshairY |
| Vehicle | HomingTarget |
| float | LockAim |
| float | LockCheckFreq |
| float | LockCheckTime |
| float | MaxLockRange |
| Material | ReticleOFFMaterial |
| Material | ReticleONMaterial |
| 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 | ||
|---|---|---|
![]() | ActivateReticle (bool bActivate) | |
![]() | byte | BestMode () |
![]() | bool | CanLockOnTo (Actor Other) |
![]() | Destroyed () | |
![]() | DetachFromPawn (Pawn P) | |
![]() | float | GetAIRating () |
![]() | LoseLock () | |
![]() | OutOfAmmo () | |
![]() | PostBeginPlay () | |
![]() | bool | RecommendRangedAttack () |
![]() | RenderOverlays (Canvas Canvas) | |
![]() | float | SuggestAttackStyle () |
![]() | float | SuggestDefenseStyle () |
![]() | WeaponTick (float deltaTime) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
ActivateReticle Source code
BestMode Source code
CanLockOnTo Source code
Destroyed Source code
DetachFromPawn Source code
GetAIRating Source code
LoseLock Source code
OutOfAmmo Source code
PostBeginPlay Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
WeaponTick Source code| Defaultproperties |
|---|
defaultproperties { BaseMaterial=Texture'VMWeaponsTX.PlayerWeaponsGroup.AVRiLtex' ReticleOFFMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEX' ReticleONMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEXRed' LockCheckFreq=0.200000 MaxLockRange=15000.000000 LockAim=0.996000 CrossHairColor=(G=255,A=255) CrosshairX=32.000000 CrosshairY=32.000000 CrosshairTexture=Texture'ONSInterface-TX.avrilRETICLE' FireModeClass(0)=Class'Onslaught.ONSAVRiLFire' FireModeClass(1)=Class'Onslaught.ONSAVRiLAltFire' PutDownAnim="PutDown" SelectAnimRate=2.000000 PutDownAnimRate=1.750000 BringUpTime=0.450000 SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon' SelectForce="SwitchToFlakCannon" AIRating=0.550000 CurrentRating=0.550000 Description="The AVRiL, or Anti-Vehicle Rocket Launcher, shoots homing missiles that pack quite a punch." EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000) DisplayFOV=45.000000 Priority=8 HudColor=(B=255,G=0,R=0) SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000) CenteredRoll=5500 CustomCrosshair=16 CustomCrossHairColor=(B=0,R=0) CustomCrossHairTextureName="ONSInterface-TX.avrilRETICLEtrack" MinReloadPct=0.000000 InventoryGroup=8 GroupOffset=1 PickupClass=Class'Onslaught.ONSAVRiLPickup' PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000) BobDamping=2.200000 AttachmentClass=Class'Onslaught.ONSAVRiLAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=429,Y1=212,X2=508,Y2=251) ItemName="AVRiL" Mesh=SkeletalMesh'ONSWeapons-A.AVRiL_1st' AmbientGlow=64 } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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