- Extends
- TournamentWeapon
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- Botpack.TournamentWeapon
|
+-- Botpack.UT_FlakCannon
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 |
function AltFire ( float Value ) )
function AnimEnd ( ) )
AnimEnd ClientAltFiring Source code
simulated function AnimEnd ( ) )
simulated function AnimEnd ( ) )
simulated function AnimEnd ( ) )
function AnimEnd ( ) )
BeginState ClientReload Source code
simulated function BeginState ( ) )
ClientAltFire ClientReload Source code
simulated function bool ClientAltFire ( float Value) )
ClientFire ClientReload Source code
simulated function bool ClientFire ( float Value) )
function EndState ( ) )
simulated function EndState ( ) )
function EndState ( ) )
function Fire ( float Value ) )
simulated function PlayAltFiring ( ) )
simulated function PlayFastReloading ( ) )
simulated function PlayFiring ( ) )
simulated function PlayIdleAnim ( ) )
simulated function PlayPostSelect ( ) )
simulated function PlayReloading ( ) )
function float RateSelf ( out int bUseAltMode ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
simulated function TweenDown ( ) )
defaultproperties
{
WeaponDescription="Classification: Heavy Shrapnel\n\nPrimary Fire: White hot chunks of scrap metal are sprayed forth, shotgun style.\n\nSecondary Fire: A grenade full of shrapnel is lobbed at the enemy.\n\nTechniques: The Flak Cannon is far more useful in close range combat situations."
InstFlash=-0.400000
InstFog=(X=650.000000,Y=450.000000,Z=190.000000)
AmmoName=Class'Botpack.FlakAmmo'
PickupAmmoCount=10
bWarnTarget=True
bAltWarnTarget=True
bSplashDamage=True
FiringSpeed=1.000000
FireOffset=(X=10.000000,Y=-11.000000,Z=-15.000000)
ProjectileClass=Class'Botpack.UTChunk'
AltProjectileClass=Class'Botpack.flakslug'
aimerror=700.000000
shakemag=350.000000
shaketime=0.150000
shakevert=8.500000
AIRating=0.750000
FireSound=Sound'UnrealShare.flak.shot1'
AltFireSound=Sound'UnrealShare.flak.Explode1'
CockingSound=Sound'UnrealI.flak.load1'
SelectSound=Sound'UnrealI.flak.pdown'
Misc2Sound=Sound'UnrealI.flak.Hidraul2'
DeathMessage="%o was ripped to shreds by %k's %w."
NameColor=(G=96,B=0)
bDrawMuzzleFlash=True
MuzzleScale=2.000000
FlashY=0.160000
FlashO=0.015000
FlashC=0.100000
FlashLength=0.020000
FlashS=256
MFTexture=Texture'Botpack.Skins.Flakmuz'
AutoSwitchPriority=8
InventoryGroup=8
PickupMessage="You got the Flak Cannon."
ItemName="Flak Cannon"
PlayerViewOffset=(X=1.500000,Y=-1.000000,Z=-1.650000)
PlayerViewMesh=LodMesh'Botpack.flakm'
PlayerViewScale=1.200000
BobDamping=0.972000
PickupViewMesh=LodMesh'Botpack.Flak2Pick'
ThirdPersonMesh=LodMesh'Botpack.FlakHand'
StatusIcon=Texture'Botpack.Icons.UseFlak'
bMuzzleFlashParticles=True
MuzzleFlashStyle=STY_Translucent
MuzzleFlashMesh=LodMesh'Botpack.muzzFF3'
MuzzleFlashScale=0.400000
MuzzleFlashTexture=Texture'Botpack.Skins.MuzzyFlak'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UseFlak'
Mesh=LodMesh'Botpack.Flak2Pick'
bNoSmooth=False
CollisionRadius=32.000000
CollisionHeight=23.000000
LightBrightness=228
LightHue=30
LightSaturation=71
LightRadius=14
}
|
Creation time: Fr 7.6.2013 13:15:22.402 - Created with
UnCodeX