- Extends
- TournamentWeapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- Botpack.TournamentWeapon
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+-- Botpack.PulseGun
Inherited Variables from Botpack.TournamentWeapon |
Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
Inherited Variables from Engine.Weapon |
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, bAltInstantHit, bAltWarnTarget, bCanThrow, bChangeWeapon, bDrawMuzzleFlash, bHideWeapon, bInstantHit, bLockedOn, bMeleeWeapon, bMuzzleFlash, bOwnsCrosshair, bPointing, bRapidFire, bRecommendAltSplashDamage, bRecommendSplashDamage, bSetFlashTime, bSpecialIcon, bSplashDamage, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, NameColor, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert |
Inherited Functions from Botpack.TournamentWeapon |
AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill |
Inherited Functions from Engine.Weapon |
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, ClientAltFire, ClientFire, ClientPutDown, ClientWeaponEvent, Destroyed, DropFrom, Finish, Fire, ForceAltFire, ForceFire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SplashJump, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, TweenToStill, WeaponChange, WeaponSet |
var float Angle;
var float Count;
PulseGun
function AltFire ( float Value ) )
simulated function AnimEnd ( ) )
AnimEnd ClientAltFiring Source code
simulated function AnimEnd ( ) )
simulated function AnimEnd ( ) )
function BeginState ( ) )
simulated function Destroyed ( ) )
function EndState ( ) )
function EndState ( ) )
simulated function PlayAltFiring ( ) )
simulated function PlayFiring ( ) )
simulated function PlayIdleAnim ( ) )
simulated function PlaySpinDown ( ) )
ProjectileFire NormalFire Source code
function float RateSelf ( out int bUseAltMode ) )
function setHand ( float Hand) )
function float SuggestAttackStyle ( ) )
function Tick ( float DeltaTime) )
simulated function Tick ( float DeltaTime ) )
function Tick ( float DeltaTime ) )
simulated function TweenDown ( ) )
defaultproperties
{
DownSound=Sound'Botpack.PulseGun.PulseDown'
WeaponDescription="Classification: Plasma Rifle\n\nPrimary Fire: Medium sized, fast moving plasma balls are fired at a fast rate of fire.\n\nSecondary Fire: A bolt of green lightning is expelled for 100 meters, which will shock all opponents.\n\nTechniques: Firing and keeping the secondary fire's lightning on an opponent will melt them in seconds."
InstFlash=-0.150000
InstFog=(X=139.000000,Y=218.000000,Z=72.000000)
AmmoName=Class'Botpack.PAmmo'
PickupAmmoCount=60
bRapidFire=True
FireOffset=(X=15.000000,Y=-15.000000,Z=2.000000)
ProjectileClass=Class'Botpack.PlasmaSphere'
AltProjectileClass=Class'Botpack.StarterBolt'
shakemag=135.000000
shakevert=8.000000
AIRating=0.700000
RefireRate=0.950000
AltRefireRate=0.990000
FireSound=Sound'Botpack.PulseGun.PulseFire'
AltFireSound=Sound'Botpack.PulseGun.PulseBolt'
SelectSound=Sound'Botpack.PulseGun.PulsePickup'
MessageNoAmmo=" has no Plasma."
DeathMessage="%o ate %k's burning plasma death."
NameColor=(R=128,B=128)
FlashLength=0.020000
AutoSwitchPriority=5
InventoryGroup=5
PickupMessage="You got a Pulse Gun"
ItemName="Pulse Gun"
PlayerViewOffset=(X=1.500000,Z=-2.000000)
PlayerViewMesh=LodMesh'Botpack.PulseGunR'
PickupViewMesh=LodMesh'Botpack.PulsePickup'
ThirdPersonMesh=LodMesh'Botpack.PulseGun3rd'
ThirdPersonScale=0.400000
StatusIcon=Texture'Botpack.Icons.UsePulse'
bMuzzleFlashParticles=True
MuzzleFlashStyle=STY_Translucent
MuzzleFlashMesh=LodMesh'Botpack.muzzPF3'
MuzzleFlashScale=0.400000
MuzzleFlashTexture=Texture'Botpack.Skins.MuzzyPulse'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UsePulse'
Mesh=LodMesh'Botpack.PulsePickup'
bNoSmooth=False
SoundRadius=64
SoundVolume=255
CollisionRadius=32.000000
}
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Creation time: Fr 7.6.2013 13:14:48.422 - Created with
UnCodeX