Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:FlakAltFire
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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 }