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Botpack.WarHeadLauncher

Extends
TournamentWeapon

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

Variables Summary
boolbCanFire
boolbGuiding
boolbShowStatic
GuidedWarShellGuidedShell
PlayerPawnGuidingPawn
intScroll
rotatorStartRotation
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 AltFire (float Value ))
Guiding
function BeginState ()))
Finishing
function BeginState ()))
Guiding
functionbool ClientAltFire (float Value ))
function EndState ()))
Guiding
function Fire (float Value ))
Guiding
function PlayFiring ()))
function PostRender (canvas Canvas ))
functionfloat RateSelf (out int bUseAltMode ))
function setHand (float Hand))
function SetWeaponStay ()))
functionfloat SuggestAttackStyle ()))
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
Finishing Source code
state Finishing
BeginState
Guiding Source code
state Guiding
AltFire, BeginState, EndState, Fire


Variables Detail

bCanFire Source code

var bool bCanFire;

bGuiding Source code

var bool bGuiding;

bShowStatic Source code

var bool bShowStatic;

GuidedShell Source code

var GuidedWarShell GuidedShell;

GuidingPawn Source code

var PlayerPawn GuidingPawn;

Scroll Source code

var int Scroll;

StartRotation Source code

var rotator StartRotation;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire Guiding Source code

function AltFire ( float Value ) )

BeginState Finishing Source code

function BeginState ( ) )

BeginState Guiding Source code

function BeginState ( ) )

ClientAltFire Source code

simulated function bool ClientAltFire ( float Value ) )

EndState Guiding Source code

function EndState ( ) )

Fire Guiding Source code

function Fire ( float Value ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PostRender Source code

simulated function PostRender ( canvas Canvas ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

setHand Source code

function setHand ( float Hand) )

SetWeaponStay Source code

function SetWeaponStay ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )


Defaultproperties

defaultproperties
{
     WeaponDescription="Classification: Thermonuclear Device\n\nPrimary Fire: Launches a huge yet slow moving missile that, upon striking a solid surface, will explode and send out a gigantic shock wave, instantly pulverizing anyone or anything within its colossal radius, including yourself.\n\nSecondary Fire: Take control of the missile and fly it anywhere.  You can press the primary fire button to explode the missile early.\n\nTechniques: Remember that while this rocket is being piloted you are a sitting duck.  If an opponent manages to hit your incoming Redeemer missile while it's in the air, the missile will explode harmlessly."
     InstFlash=-0.400000
     InstFog=(X=950.000000,Y=650.000000,Z=290.000000)
     AmmoName=Class'Botpack.WarHeadAmmo'
     ReloadCount=1
     PickupAmmoCount=1
     bWarnTarget=True
     bAltWarnTarget=True
     bSplashDamage=True
     bSpecialIcon=True
     FiringSpeed=1.000000
     FireOffset=(X=18.000000,Z=-10.000000)
     ProjectileClass=Class'Botpack.WarShell'
     AltProjectileClass=Class'Botpack.GuidedWarshell'
     shakemag=350.000000
     shaketime=0.200000
     shakevert=7.500000
     AIRating=1.000000
     RefireRate=0.250000
     AltRefireRate=0.250000
     FireSound=Sound'Botpack.Redeemer.WarheadShot'
     SelectSound=Sound'Botpack.Redeemer.WarheadPickup'
     DeathMessage="%o was vaporized by %k's %w!!"
     NameColor=(G=128,B=128)
     AutoSwitchPriority=10
     InventoryGroup=10
     PickupMessage="You got the Redeemer."
     ItemName="Redeemer"
     RespawnTime=60.000000
     PlayerViewOffset=(X=1.800000,Y=1.000000,Z=-1.890000)
     PlayerViewMesh=LodMesh'Botpack.WarHead'
     BobDamping=0.975000
     PickupViewMesh=LodMesh'Botpack.WHPick'
     ThirdPersonMesh=LodMesh'Botpack.WHHand'
     StatusIcon=Texture'Botpack.Icons.UseWarH'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseWarH'
     Mesh=LodMesh'Botpack.WHPick'
     bNoSmooth=False
     CollisionRadius=45.000000
     CollisionHeight=23.000000
}

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Creation time: Fr 7.6.2013 13:15:27.379 - Created with UnCodeX