ProjectileFire
UT2003 :: Actor >> WeaponFire (UT2003) >> ProjectileFire (Package: xWeapons)
UT2004 :: Object >> WeaponFire >> ProjectileFire (Package: xWeapons)
UT2004 :: Object >> WeaponFire >> ProjectileFire (Package: xWeapons)
As opposed to InstantFire, ProjectileFire spawns Projectiles.
Properties
- int ProjPerFire
- Number of projectiles to fire in one shot
- vector ProjSpawnOffset
- the offset of spawned projectiles. +x forward, +y right, +z up
Methods
- DoFireEffect()
- Handles firing of the weapon. It adds the Offsets, makdes sure we're not spawning a projectile into a wall, and are being good in general. Also handles multiple projectiles.
- Projectile SpawnProjectile( vector Start, rotator Dir )
- Actually spawns the projectile.
- vector GetFireStart( vector X, vector Y, vector Z )
- Returns the starting location of a projectile given a starting trio of base axes
Known Subclasses
- ProjectileFire
- AssaultGrenade?
- BallShoot?
- BioChargedFire?
- ClassicBioChargedFire
- BioFire?
- ClassicBioFire
- ONSGrenadeFire (UT2004 Only)
- ONSMineThrowFire (UT2004 Only)
- FlakAltFire
- ClassicFlakAltFire
- FlakFire
- ClassicFlakFire
- FM_BallTurret_Fire? (UT2004 Only)
- FM_LinkTurret_Fire? (UT2004 Only)
- FM_Sentinel_Fire? (UT2004 Only)
- FM_SpaceFighter_AltFire? (UT2004 Only)
- LinkAltFire?
- ONSAVRiLFire? (UT2004 Only)
- RedeemerFire?
- RocketFire?
- ClassicRocketFire
- RocketMultiFire?
- ClassicRocketMultiFire
- ClassicGrenadeFire (UT2004 Only)
- ClassicRocketMultiFire
- ShockProjFire?
- ClassicShockProjFire
- TransFire?
- ClassicTransFire