| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- Botpack.TournamentWeapon
|
+-- Botpack.UT_Eightball
| Variables Summary | |
|---|---|
| bool | bAlwaysInstant |
| bool | bClientDone |
| bool | bFireLoad |
| bool | bInstantRocket |
| bool | bPendingLock |
| bool | bRotated |
| bool | bTightWad |
| int | ClientRocketsLoaded |
| name | FireAnim[6] |
| name | LoadAnim[6] |
| Actor | LockedTarget |
| Actor | NewTarget |
| Actor | OldTarget |
| int | RocketsLoaded |
| name | RotateAnim[6] |
| Inherited Variables from Botpack.TournamentWeapon |
|---|
| Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
| Functions Summary | ||
|---|---|---|
![]() | AltFire (float Value )) | |
![]() | AltFire (float F)) FireRockets | |
![]() | AnimEnd ())) AltFiring | |
![]() | AnimEnd ())) ClientAltFiring | |
![]() | AnimEnd ())) ClientFiring | |
![]() | AnimEnd ())) ClientReload | |
![]() | AnimEnd ())) FireRockets | |
![]() | AnimEnd ())) NormalFire | |
![]() | BecomeItem ())) | |
![]() | BeginState ())) AltFiring | |
![]() | BeginState ())) ClientAltFiring | |
![]() | BeginState ())) ClientFiring | |
![]() | BeginState ())) ClientReload | |
![]() | BeginState ())) FireRockets | |
![]() | BeginState ())) NormalFire | |
![]() | Actor | CheckTarget ())) |
![]() | bool | ClientAltFire (float Value )) |
![]() | bool | ClientAltFire (float Value)) ClientReload |
![]() | bool | ClientFire (float Value )) |
![]() | bool | ClientFire (float Value)) ClientReload |
![]() | EndState ())) ClientAltFiring | |
![]() | EndState ())) ClientFiring | |
![]() | EndState ())) ClientReload | |
![]() | Fire (float Value )) | |
![]() | Fire (float F)) FireRockets | |
![]() | FiringRockets ())) | |
![]() | ForceAltFire ())) FireRockets | |
![]() | ForceFire ())) FireRockets | |
![]() | PlayIdleAnim ())) | |
![]() | PlayLoading (float rate, int num)) | |
![]() | PlayRFiring (int num)) | |
![]() | PlayRotating (int num)) | |
![]() | PostRender (canvas Canvas )) | |
![]() | float | RateSelf (out int bUseAltMode )) |
![]() | RenderOverlays (canvas Canvas )) | |
![]() | RenderTexture (ScriptedTexture Tex)) | |
![]() | RotateRocket ())) AltFiring | |
![]() | RotateRocket ())) NormalFire | |
![]() | setHand (float Hand)) | |
![]() | bool | SplashJump ())) FireRockets |
![]() | bool | SplashJump ())) NormalFire |
![]() | float | SuggestAttackStyle ())) |
![]() | Tick (float DeltaTime )) AltFiring | |
![]() | Tick (float DeltaTime)) ClientAltFiring | |
![]() | Tick (float DeltaTime)) ClientFiring | |
![]() | Tick (float DeltaTime )) NormalFire | |
![]() | Timer ())) Idle | |
| 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 |
| States Summary |
|---|
| AltFiring Source code |
|---|
|
state AltFiring |
| AnimEnd, BeginState, RotateRocket, Tick |
| ClientAltFiring Source code |
|---|
|
state ClientAltFiring |
| AnimEnd, BeginState, EndState, Tick |
| ClientFiring Source code |
|---|
|
state ClientFiring |
| AnimEnd, BeginState, EndState, Tick |
| ClientReload Source code |
|---|
|
state ClientReload |
| AnimEnd, BeginState, ClientAltFire, ClientFire, EndState |
| FireRockets Source code |
|---|
|
state FireRockets |
| AltFire, AnimEnd, BeginState, Fire, ForceAltFire, ForceFire, SplashJump |
| Idle Source code |
|---|
|
state Idle |
| Timer |
| NormalFire Source code |
|---|
|
state NormalFire |
| AnimEnd, BeginState, RotateRocket, SplashJump, Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
AltFire Source code
AltFire FireRockets Source code
AnimEnd AltFiring Source code
AnimEnd ClientAltFiring Source code
AnimEnd ClientFiring Source code
AnimEnd ClientReload Source code
AnimEnd FireRockets Source code
AnimEnd NormalFire Source code
BecomeItem Source code
BeginState AltFiring Source code
BeginState ClientAltFiring Source code
BeginState ClientFiring Source code
BeginState ClientReload Source code
BeginState FireRockets Source code
BeginState NormalFire Source code
CheckTarget Source code
ClientAltFire Source code
ClientAltFire ClientReload Source code
ClientFire Source code
ClientFire ClientReload Source code
EndState ClientAltFiring Source code
EndState ClientFiring Source code
EndState ClientReload Source code
Fire Source code
Fire FireRockets Source code
FiringRockets Source code
ForceAltFire FireRockets Source code
ForceFire FireRockets Source code
PlayIdleAnim Source code
PlayLoading Source code
PlayRFiring Source code
PlayRotating Source code
PostRender Source code
RateSelf Source code
RenderOverlays Source code
RenderTexture Source code
RotateRocket AltFiring Source code
RotateRocket NormalFire Source code
setHand Source code
SplashJump FireRockets Source code
SplashJump NormalFire Source code
SuggestAttackStyle Source code
Tick AltFiring Source code
Tick ClientAltFiring Source code
Tick ClientFiring Source code
Tick NormalFire Source code
Timer Idle Source code| Defaultproperties |
|---|
defaultproperties { LoadAnim(0)=load1 LoadAnim(1)=Load2 LoadAnim(2)=Load3 LoadAnim(3)=Load4 LoadAnim(4)=Load5 LoadAnim(5)=Load6 RotateAnim(0)=Rotate1 RotateAnim(1)=Rotate2 RotateAnim(2)=Rotate3 RotateAnim(3)=Rotate4 RotateAnim(4)=Rotate5 RotateAnim(5)=Rotate3 FireAnim(0)=Fire1 FireAnim(1)=Fire2 FireAnim(2)=Fire3 FireAnim(3)=Fire4 FireAnim(4)=Fire2 FireAnim(5)=Fire3 WeaponDescription="Classification: Heavy Ballistic\n\nPrimary Fire: Slow moving but deadly rockets are fired at opponents. Trigger can be held down to load up to six rockets at a time, which can be fired at once.\n\nSecondary Fire: Grenades are lobbed from the barrel. Secondary trigger can be held as well to load up to six grenades.\n\nTechniques: Keeping this weapon pointed at an opponent will cause it to lock on, and while the gun is locked the next rocket fired will be a homing rocket. Because the Rocket Launcher can load up multiple rockets, it fires when you release the fire button. If you prefer, it can be configured to fire a rocket as soon as you press fire button down, at the expense of the multiple rocket load-up feature. This is set in the Input Options menu." AmmoName=Class'Botpack.RocketPack' PickupAmmoCount=6 bWarnTarget=True bAltWarnTarget=True bSplashDamage=True bRecommendSplashDamage=True FiringSpeed=1.000000 FireOffset=(X=10.000000,Y=-5.000000,Z=-8.800000) ProjectileClass=Class'Botpack.RocketMk2' AltProjectileClass=Class'Botpack.UT_Grenade' shakemag=350.000000 shaketime=0.200000 shakevert=7.500000 AIRating=0.750000 RefireRate=0.250000 AltRefireRate=0.250000 AltFireSound=Sound'UnrealShare.Eightball.EightAltFire' CockingSound=Sound'UnrealShare.Eightball.Loading' SelectSound=Sound'UnrealShare.Eightball.Selecting' Misc1Sound=Sound'UnrealShare.Eightball.SeekLock' Misc2Sound=Sound'UnrealShare.Eightball.SeekLost' Misc3Sound=Sound'UnrealShare.Eightball.BarrelMove' DeathMessage="%o was smacked down by %k's %w." NameColor=(G=0,B=0) AutoSwitchPriority=9 InventoryGroup=9 PickupMessage="You got the Rocket Launcher." ItemName="Rocket Launcher" PlayerViewOffset=(X=2.400000,Y=-1.000000,Z=-2.200000) PlayerViewMesh=LodMesh'Botpack.Eightm' PlayerViewScale=2.000000 BobDamping=0.975000 PickupViewMesh=LodMesh'Botpack.Eight2Pick' ThirdPersonMesh=LodMesh'Botpack.EightHand' StatusIcon=Texture'Botpack.Icons.Use8ball' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.Use8ball' Mesh=LodMesh'Botpack.Eight2Pick' bNoSmooth=False CollisionHeight=10.000000 } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||