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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- Botpack.TournamentWeapon | +-- Botpack.Enforcer
DoubleEnforcer
Variables Summary | |
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float | AltAccuracy |
bool | bBringingUp |
bool | bFirstFire |
bool | bIsSlave |
bool | bSetup |
int | DoubleSwitchPriority |
Enforcer | SlaveEnforcer |
Enforcer | |
string | DoubleName |
int | hitdamage |
texture | MuzzleFlashVariations[5] |
Inherited Variables from Botpack.TournamentWeapon |
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Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
Functions Summary | ||
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![]() | AltFire (float Value )) | |
![]() | AnimEnd ())) | |
![]() | AnimEnd ())) ClientActive | |
![]() | AnimEnd ())) ClientAltFiring | |
![]() | AnimEnd ())) ClientDown | |
![]() | AnimEnd ())) ClientFiring | |
![]() | AnimEnd ())) Idle | |
![]() | BeginState ())) Active | |
![]() | BeginState ())) ClientActive | |
![]() | BeginState ())) ClientAltFiring | |
![]() | BeginState ())) ClientFiring | |
![]() | BeginState ())) DownWeapon | |
![]() | float | BotDesireability (Pawn Bot)) |
![]() | BringUp ())) | |
![]() | bool | ClientAltFire (float Value)) ClientFiring |
![]() | bool | ClientFire (float Value)) ClientAltFiring |
![]() | Destroyed ())) | |
![]() | DropFrom (vector StartLocation)) | |
![]() | EndState ())) Active | |
![]() | EndState ())) AltFiring | |
![]() | EndState ())) ClientAltFiring | |
![]() | EndState ())) ClientDown | |
![]() | EndState ())) ClientFiring | |
![]() | EndState ())) NormalFire | |
![]() | Fire (float Value)) | |
![]() | bool | HandlePickupQuery (inventory Item )) |
![]() | PlayAltFiring ())) | |
![]() | PlayFiring ())) | |
![]() | PlayIdleAnim ())) | |
![]() | PlayRepeatFiring ())) | |
![]() | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)) | |
![]() | bool | PutDown ())) Active |
![]() | bool | PutDown ())) Idle |
![]() | RenderOverlays (canvas Canvas)) | |
![]() | SetDefaultDisplayProperties ())) | |
![]() | SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )) | |
![]() | setHand (float Hand)) | |
![]() | SetSwitchPriority (pawn Other)) | |
![]() | SetTwoHands ())) | |
![]() | SetUpSlave (bool bBringUp)) | |
![]() | float | SwitchPriority ())) |
![]() | Timer ())) AltFiring | |
![]() | Timer ())) ClientAltFiring | |
![]() | Timer ())) ClientFiring | |
![]() | Timer ())) NormalFire | |
![]() | TraceFire (float Accuracy )) | |
![]() | bool | WeaponSet (Pawn Other)) |
Inherited Functions from Botpack.TournamentWeapon |
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AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill |
States Summary |
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Active Source code |
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state Active |
BeginState, EndState, PutDown |
AltFiring Source code |
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state AltFiring |
EndState, Timer |
ClientActive Source code |
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state ClientActive |
AnimEnd, BeginState |
ClientAltFiring Source code |
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state ClientAltFiring |
AnimEnd, BeginState, ClientFire, EndState, Timer |
ClientDown Source code |
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state ClientDown |
AnimEnd, EndState |
ClientFiring Source code |
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state ClientFiring |
AnimEnd, BeginState, ClientAltFire, EndState, Timer |
DownWeapon Source code |
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state DownWeapon |
BeginState |
Idle Source code |
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state Idle |
AnimEnd, PutDown |
NormalFire Source code |
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state NormalFire |
EndState, Timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { hitdamage=17 DoubleName="Double Enforcer" MuzzleFlashVariations(0)=Texture'Botpack.Skins.Muz1' MuzzleFlashVariations(1)=Texture'Botpack.Skins.Muz2' MuzzleFlashVariations(2)=Texture'Botpack.Skins.Muz3' MuzzleFlashVariations(3)=Texture'Botpack.Skins.Muz4' MuzzleFlashVariations(4)=Texture'Botpack.Skins.Muz5' DoubleSwitchPriority=2 WeaponDescription="Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary Fire: Sideways, or 'Gangsta' firing mode, shoots twice as fast and half as accurate as the primary fire.\n\nTechniques: Collect two for twice the damage." InstFlash=-0.200000 InstFog=(X=325.000000,Y=225.000000,Z=95.000000) AmmoName=Class'Botpack.Miniammo' PickupAmmoCount=30 bInstantHit=True bAltInstantHit=True FiringSpeed=1.500000 FireOffset=(Y=-10.000000,Z=-4.000000) MyDamageType=shot shakemag=200.000000 shakevert=4.000000 AIRating=0.250000 RefireRate=0.800000 AltRefireRate=0.870000 FireSound=Sound'Botpack.enforcer.E_Shot' AltFireSound=Sound'UnrealShare.AutoMag.shot' CockingSound=Sound'Botpack.enforcer.Cocking' SelectSound=Sound'Botpack.enforcer.Cocking' DeathMessage="%k riddled %o full of holes with the %w." NameColor=(R=200,G=200) bDrawMuzzleFlash=True MuzzleScale=1.000000 FlashY=0.100000 FlashO=0.020000 FlashC=0.035000 FlashLength=0.020000 FlashS=128 MFTexture=Texture'Botpack.Skins.Muz1' AutoSwitchPriority=2 InventoryGroup=2 PickupMessage="You picked up another Enforcer!" ItemName="Enforcer" PlayerViewOffset=(X=3.300000,Y=-2.000000,Z=-3.000000) PlayerViewMesh=LodMesh'Botpack.AutoML' PickupViewMesh=LodMesh'Botpack.MagPick' ThirdPersonMesh=LodMesh'Botpack.AutoHand' StatusIcon=Texture'Botpack.Icons.UseAutoM' bMuzzleFlashParticles=True MuzzleFlashStyle=STY_Translucent MuzzleFlashMesh=LodMesh'Botpack.muzzEF3' MuzzleFlashScale=0.080000 MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy2' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseAutoM' bHidden=True Mesh=LodMesh'Botpack.MagPick' bNoSmooth=False CollisionRadius=24.000000 CollisionHeight=12.000000 Mass=15.000000 } |
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