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Legacy:FlakAltFire

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UT2003 :: Actor >> WeaponFire (UT2003) >> ProjectileFire >> FlakAltFire (Package: XWeapons)

Tarquin: What is this page for?

GRAF1K: Dunno. Category:Legacy Delete Me – useless, whatever it's for.

MythOpus: Found it, Code References :)

HSDanClark: A while back me and Dragonmaw put together the minigun classes and a few others, then he posted this a few days ago... I'm not sure why, unless it's going to be part of another series like the minigun O_O

Dragonmaw: The Flak Cannon examples are going to be used for projectile fire, since minigun is instant fire, like the shock rifle. Plus, the code would be useful for, say, a shotgun.

Code

class FlakAltFire extends ProjectileFire; // class and the parent class
 
function InitEffects()                    // initiates the muzzle flash emitter
{
  Super.InitEffects();
  if ( FlashEmitter == None )
    FlashEmitter = Weapon.FireMode[0].FlashEmitter;
}
 
defaultproperties                         // default properties for some of the variables
{                                         // (others are inherited from ProjectileFire)
     ProjSpawnOffset=(X=25.000000,Y=9.000000,Z=-12.000000)  // where the projectile is spawned
                                                            // relative to the player's view
     FireAnim="AltFire"                   // animation sequence for firing
     FireEndAnim="None"
     FireSound=SoundGroup'WeaponSounds.FlakCannon.FlakCannonAltFire' // sound you get when firing
     FireForce="FlakCannonAltFire"        // force feedback effect when firing
     FireRate=1.000000                    // seconds per shot
     AmmoClass=Class'XWeapons.FlakAmmo'   // the ammunition class used by this firing mode
     AmmoPerFire=1                        // ammo to use for each shot
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-20.000000)
     ShakeOffsetRate=(X=-1000.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'XWeapons.FlakShell'  // the projectile class to be spawned
     BotRefireRate=0.500000
     WarnTargetPct=0.900000
     bSplashDamage=True                   // (AI) this firing mode does splash damage
     bRecommendSplashDamage=True          // (AI) the splash damage is worth being used
     bTossed=True                         // (AI) the projectile is affected by gravity
}

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