| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.LinkGun
Weapon_LinkTurret
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| LinkGun | |
| bool | Linking |
| int | Links |
| 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) | |
![]() | bool | CanHeal (Actor Other) |
![]() | bool | ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax) |
![]() | Destroyed () | |
![]() | bool | FocusOnLeader (bool bLeaderFiring) |
![]() | float | GetAIRating () |
![]() | vector | GetEffectStart () |
![]() | bool | HasAmmo () |
![]() | IncrementFlashCount (int mode) | |
![]() | bool | LinkedConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax) |
![]() | bool | LinkedTo (LinkGun L) |
![]() | bool | PutDown () |
![]() | RenderOverlays (Canvas Canvas) | |
![]() | bool | StartFire (int Mode) |
![]() | float | SuggestAttackStyle () |
![]() | float | SuggestDefenseStyle () |
![]() | UpdateLinkColor (LinkAttachment.ELinkColor Color) | |
![]() | WeaponTick (float dt) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
CanHeal Source code
ConsumeAmmo Source code
Destroyed Source code
FocusOnLeader Source code
GetAIRating Source code
GetEffectStart Source code
HasAmmo Source code
IncrementFlashCount Source code
LinkedConsumeAmmo Source code
LinkedTo Source code
PutDown Source code
RenderOverlays Source code
StartFire Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
UpdateLinkColor Source code
WeaponTick Source code| Defaultproperties |
|---|
defaultproperties { FireModeClass(0)=Class'XWeapons.LinkAltFire' FireModeClass(1)=Class'XWeapons.LinkFire' PutDownAnim="PutDown" IdleAnimRate=0.030000 SelectSound=Sound'NewWeaponSounds.NewLinkSelect' SelectForce="SwitchToLinkGun" AIRating=0.680000 CurrentRating=0.680000 bMatchWeapons=Wahr OldMesh=SkeletalMesh'Weapons.LinkGun_1st' OldPickup="WeaponStaticMesh.LinkGunPickup" OldCenteredOffsetY=-12.000000 OldPlayerViewOffset=(X=-2.000000,Y=-2.000000,Z=-3.000000) OldSmallViewOffset=(X=10.000000,Y=4.000000,Z=-9.000000) OldPlayerViewPivot=(Yaw=500) OldCenteredRoll=3000 OldCenteredYaw=-300 Description="Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun.|While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link.|It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack." EffectOffset=(X=100.000000,Y=25.000000,Z=-3.000000) DisplayFOV=60.000000 Priority=7 HudColor=(B=128,R=128) SmallViewOffset=(X=2.000000,Z=-1.500000) CenteredOffsetY=-5.000000 CenteredRoll=3000 CenteredYaw=-1000 CustomCrosshair=10 CustomCrossHairColor=(B=128,R=128) CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Bracket1" InventoryGroup=5 PickupClass=Class'XWeapons.LinkGunPickup' PlayerViewOffset=(X=-5.000000,Y=-3.000000) PlayerViewPivot=(Yaw=500) BobDamping=1.575000 AttachmentClass=Class'XWeapons.LinkAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=169,Y1=78,X2=244,Y2=124) ItemName="Link Gun" Mesh=SkeletalMesh'NewWeapons2004.FatLinkGun' } |
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