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UE1:WarHeadLauncher (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> WarHeadLauncher
Package: 
BotPack

WarHeadLauncher

Properties[edit]

bCanFire[edit]

Type: bool


bGuiding[edit]

Type: bool


bShowStatic[edit]

Type: bool


GuidedShell[edit]

Type: GuidedWarShell


GuidingPawn[edit]

Type: PlayerPawn


Scroll[edit]

Type: int


StartRotation[edit]

Type: Object.Rotator


Default values[edit]

Property Value
AIRating 1.0
AltProjectileClass Class'BotPack.GuidedWarShell'
AltRefireRate 0.25
AmmoName Class'BotPack.WarheadAmmo'
AutoSwitchPriority 10
bAltWarnTarget True
bNoSmooth False
BobDamping 0.975
bSpecialIcon True
bSplashDamage True
bWarnTarget True
CollisionHeight 23.0
CollisionRadius 45.0
DeathMessage "%o was vaporized by %k's %w!!"
FireOffset
Member Value
X 18.0
Z -10.0
FireSound Sound'Botpack.Redeemer.WarheadShot'
FiringSpeed 1.0
Icon Texture'Botpack.Icons.UseWarH'
InstFlash -0.4
InstFog
Member Value
X 950.0
Y 650.0
Z 290.0
InventoryGroup 10
ItemName "Redeemer"
Mesh LodMesh'Botpack.WHPick'
NameColor
Member Value
B 128
G 128
PickupAmmoCount 1
PickupMessage "You got the Redeemer."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.WHPick'
PlayerViewMesh LodMesh'Botpack.WarHead'
PlayerViewOffset
Member Value
X 1.8
Y 1.0
Z -1.89
ProjectileClass Class'BotPack.WarShell'
RefireRate 0.25
ReloadCount 1
RespawnTime 60.0
SelectSound Sound'Botpack.Redeemer.WarheadPickup'
ShakeMag 350.0
ShakeTime 0.2
ShakeVert 7.5
StatusIcon Texture'Botpack.Icons.UseWarH'
ThirdPersonMesh LodMesh'Botpack.WHHand'
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."

Instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PostRender[edit]

simulated function PostRender (Canvas Canvas)

Overrides: Weapon.PostRender


RateSelf[edit]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand[edit]

function setHand (float Hand)

Overrides: Weapon.setHand


SetWeaponStay[edit]

function SetWeaponStay ()

Overrides: TournamentWeapon.SetWeaponStay


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


States[edit]

Finishing[edit]

Ignores: AltFire, Fire

Finishing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Guiding[edit]

Guiding.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Guiding.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Guiding.AltFire[edit]

function AltFire (float Value)

Overrides: AltFire (global)


Guiding.Fire[edit]

function Fire (float Value)

Overrides: TournamentWeapon.Fire (global)