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Botpack.UT_FlakCannon

Extends
TournamentWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Botpack.TournamentWeapon
            |   
            +-- Botpack.UT_FlakCannon

Variables Summary
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

Functions Summary
function AltFire (float Value ))
function AnimEnd ()))
AltFiring
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
ClientReload
function AnimEnd ()))
NormalFire
function BeginState ()))
ClientReload
functionbool ClientAltFire (float Value))
ClientReload
functionbool ClientFire (float Value))
ClientReload
function EndState ()))
AltFiring
function EndState ()))
ClientReload
function EndState ()))
NormalFire
function Fire (float Value ))
function PlayAltFiring ()))
function PlayFastReloading ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlayPostSelect ()))
function PlayReloading ()))
functionfloat RateSelf (out int bUseAltMode ))
event RenderOverlays (canvas Canvas ))
event RenderTexture (ScriptedTexture Tex))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function TweenDown ()))
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

States Summary
AltFiring Source code
state AltFiring
AnimEnd, EndState
ClientAltFiring Source code
state ClientAltFiring
AnimEnd
ClientFiring Source code
state ClientFiring
AnimEnd
ClientReload Source code
state ClientReload
AnimEnd, BeginState, ClientAltFire, ClientFire, EndState
NormalFire Source code
state NormalFire
AnimEnd, EndState


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AnimEnd AltFiring Source code

function AnimEnd ( ) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientReload Source code

simulated function AnimEnd ( ) )

AnimEnd NormalFire Source code

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) )

EndState AltFiring Source code

function EndState ( ) )

EndState ClientReload Source code

simulated function EndState ( ) )

EndState NormalFire Source code

function EndState ( ) )

Fire Source code

function Fire ( float Value ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFastReloading Source code

simulated function PlayFastReloading ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayPostSelect Source code

simulated function PlayPostSelect ( ) )

PlayReloading Source code

simulated function PlayReloading ( ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas ) )

RenderTexture Source code

simulated event RenderTexture ( ScriptedTexture Tex) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

TweenDown Source code

simulated function TweenDown ( ) )


Defaultproperties

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
}

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Creation time: Fr 7.6.2013 13:15:22.402 - Created with UnCodeX