- 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.SniperRifle
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 name FireAnims[5];
var int NumFire;
var float StillStart;
var float StillTime;
function AltFire ( float Value ) )
function BeginState ( ) )
simulated function BeginState ( ) )
simulated function bool ClientAltFire ( float Value ) )
function EndState ( ) )
function EndState ( ) )
function Finish ( ) )
function Fire ( float Value ) )
simulated function PlayFiring ( ) )
simulated function PlayIdleAnim ( ) )
function float RateSelf ( out int bUseAltMode ) )
function setHand ( float Hand) )
simulated function Tick ( float DeltaTime) )
function Timer ( ) )
function TraceFire ( float Accuracy ) )
defaultproperties
{
FireAnims(0)=Fire
FireAnims(1)=Fire2
FireAnims(2)=Fire3
FireAnims(3)=Fire4
FireAnims(4)=Fire5
WeaponDescription="Classification: Long Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Can kill instantly when applied to the cranium of opposing forces. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!"
AmmoName=Class'Botpack.BulletBox'
PickupAmmoCount=8
bInstantHit=True
bAltInstantHit=True
FiringSpeed=1.800000
FireOffset=(Y=-5.000000,Z=-2.000000)
MyDamageType=shot
AltDamageType=Decapitated
shakemag=400.000000
shaketime=0.150000
shakevert=8.000000
AIRating=0.540000
RefireRate=0.600000
AltRefireRate=0.300000
FireSound=Sound'Botpack.SniperRifle.SniperFire'
SelectSound=Sound'UnrealI.Rifle.RiflePickup'
DeathMessage="%k put a bullet through %o's head."
NameColor=(R=0,G=0)
bDrawMuzzleFlash=True
MuzzleScale=1.000000
FlashY=0.110000
FlashO=0.014000
FlashC=0.031000
FlashLength=0.013000
FlashS=256
MFTexture=Texture'Botpack.Rifle.MuzzleFlash2'
AutoSwitchPriority=5
InventoryGroup=10
PickupMessage="You got a Sniper Rifle."
ItemName="Sniper Rifle"
PlayerViewOffset=(X=5.000000,Y=-1.600000,Z=-1.700000)
PlayerViewMesh=LodMesh'Botpack.Rifle2m'
PlayerViewScale=2.000000
BobDamping=0.975000
PickupViewMesh=LodMesh'Botpack.RiflePick'
ThirdPersonMesh=LodMesh'Botpack.RifleHand'
StatusIcon=Texture'Botpack.Icons.UseRifle'
bMuzzleFlashParticles=True
MuzzleFlashStyle=STY_Translucent
MuzzleFlashMesh=LodMesh'Botpack.muzzsr3'
MuzzleFlashScale=0.100000
MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy3'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UseRifle'
Rotation=(Roll=-1536)
Mesh=LodMesh'Botpack.RiflePick'
bNoSmooth=False
CollisionRadius=32.000000
CollisionHeight=8.000000
}
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Creation time: Fr 7.6.2013 13:15:02.946 - Created with
UnCodeX