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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- Botpack.TournamentWeapon | +-- Botpack.UT_BioRifle
Variables Summary | |
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bool | bBurst |
float | ChargeSize |
float | Count |
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 )) | ||
AltFire (float F)) ShootLoad | ||
AnimEnd ())) ClientAltFiring | ||
AnimEnd ())) ShootLoad | ||
BeginState ())) AltFiring | ||
BeginState ())) ShootLoad | ||
bool | ClientAltFire (float Value )) | |
EndState ())) AltFiring | ||
Finish ())) | ||
Fire (float F)) ShootLoad | ||
ForceAltFire ())) ShootLoad | ||
ForceFire ())) ShootLoad | ||
PlayAltBurst ())) | ||
PlayAltFiring ())) | ||
PlayFiring ())) | ||
PlayIdleAnim ())) | ||
Projectile | ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)) | |
float | RateSelf (out int bUseAltMode )) | |
float | SuggestAttackStyle ())) | |
float | SuggestDefenseStyle ())) | |
Tick (float DeltaTime )) AltFiring | ||
Tick (float DeltaTime)) ClientAltFiring | ||
Timer ())) ShootLoad |
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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AltFiring Source code |
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state AltFiring |
BeginState, EndState, Tick |
ClientAltFiring Source code |
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state ClientAltFiring |
AnimEnd, Tick |
ShootLoad Source code |
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state ShootLoad |
AltFire, AnimEnd, BeginState, Fire, ForceAltFire, ForceFire, Timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { WeaponDescription="Classification: Toxic Rifle\n\nPrimary Fire: Wads of Tarydium byproduct are lobbed at a medium rate of fire.\n\nSecondary Fire: When trigger is held down, the BioRifle will create a much larger wad of byproduct. When this wad is launched, it will burst into smaller wads which will adhere to any surfaces.\n\nTechniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste." InstFlash=-0.150000 InstFog=(X=139.000000,Y=218.000000,Z=72.000000) AmmoName=Class'Botpack.BioAmmo' PickupAmmoCount=25 bAltWarnTarget=True bRapidFire=True FiringSpeed=1.000000 FireOffset=(X=12.000000,Y=-11.000000,Z=-6.000000) ProjectileClass=Class'Botpack.UT_BioGel' AltProjectileClass=Class'Botpack.BioGlob' AIRating=0.600000 RefireRate=0.900000 AltRefireRate=0.700000 FireSound=Sound'UnrealI.BioRifle.GelShot' AltFireSound=Sound'UnrealI.BioRifle.GelShot' CockingSound=Sound'UnrealI.BioRifle.GelLoad' SelectSound=Sound'UnrealI.BioRifle.GelSelect' DeathMessage="%o drank a glass of %k's dripping green load." NameColor=(R=0,B=0) AutoSwitchPriority=3 InventoryGroup=3 PickupMessage="You got the GES BioRifle." ItemName="GES Bio Rifle" PlayerViewOffset=(X=1.700000,Y=-0.850000,Z=-0.950000) PlayerViewMesh=LodMesh'Botpack.BRifle2' BobDamping=0.972000 PickupViewMesh=LodMesh'Botpack.BRifle2Pick' ThirdPersonMesh=LodMesh'Botpack.BRifle23' StatusIcon=Texture'Botpack.Icons.UseBio' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseBio' Mesh=LodMesh'Botpack.BRifle2Pick' bNoSmooth=False CollisionHeight=19.000000 } |
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