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UE1:ChainSaw (UT)

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

ChainSaw.

Properties[edit]

Property group 'ChainSaw'[edit]

DownSound[edit]

Type: Sound


Default value: Sound'Botpack.ChainSaw.ChainPowerDown'

HitSound[edit]

Type: Sound


Default value: Sound'Botpack.ChainSaw.SawHit'

Range[edit]

Type: float


Default value: 90.0

Internal variables[edit]

LastHit[edit]

Type: PlayerPawn


Default values[edit]

Property Value
AltDamageType 'Decapitated'
AltRefireRate 1.0
bMeleeWeapon True
bNoSmooth False
bRapidFire True
DeathMessage "%k ripped into %o with a blood soaked %w."
FireOffset
Member Value
X 10.0
Y -2.5
Z 5.0
Icon Texture'Botpack.Icons.UseSaw'
ItemName "Chainsaw"
Mesh LodMesh'Botpack.ChainSawPick'
MyDamageType 'slashed'
PickupMessage "Its been five years since I've seen one of these."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.ChainSawPick'
PlayerViewMesh LodMesh'Botpack.chainsawM'
PlayerViewOffset
Member Value
X 2.0
Y -1.1
Z -0.9
RefireRate 1.0
SelectSound Sound'Botpack.ChainSaw.ChainPickup'
SoundVolume 100
StatusIcon Texture'Botpack.Icons.UseSaw'
ThirdPersonMesh LodMesh'Botpack.CSHand'
WeaponDescription "Classification: Melee Blade\n\nPrimary Fire: When the trigger is held down, the chain covered blade will rev up. Drive this blade into opponents to inflict massive damage.\n\nSecondary Fire: The revved up blade can be swung horizontally and can cause instant decapitation of foes.\n\nTechniques: The chainsaw makes a loud and recognizable roar and can be avoided by listening for audio cues."

Instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


EndAltFiring[edit]

simulated function EndAltFiring ()


Finish[edit]

function Finish ()

Overrides: TournamentWeapon.Finish


Fire[edit]

function Fire (float Value)

Overrides: TournamentWeapon.Fire


PlayAltFiring[edit]

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlayPostSelect[edit]

simulated function PlayPostSelect ()

Overrides: TournamentWeapon.PlayPostSelect


RateSelf[edit]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


Slash[edit]

function Slash ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


TraceFire[edit]

function TraceFire (float accuracy)

Overrides: Weapon.TraceFire


TweenDown[edit]

simulated function TweenDown ()

Overrides: TournamentWeapon.TweenDown


States[edit]

AltFiring[edit]

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AnimEnd

AltFiring.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


AltFiring.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


AltFiring.AltFire[edit]

function AltFire (float F)

Overrides: TournamentWeapon.AltFiring.AltFire


AltFiring.Fire[edit]

function Fire (float F)

Overrides: TournamentWeapon.AltFiring.Fire


ClientAltFiring[edit]

ClientAltFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


ClientAltFiring.EndState[edit]

event EndState ()

Overrides: TournamentWeapon.ClientAltFiring.EndState


ClientFiring[edit]

ClientFiring.EndState[edit]

simulated event EndState ()

Overrides: TournamentWeapon.ClientFiring.EndState


Idle[edit]

Inherits from: Weapon.Idle

Ignores: Idle.AnimEnd

Idle.PutDown[edit]

function bool PutDown ()

Overrides: Weapon.Idle.PutDown


NormalFire[edit]

Inherits from: TournamentWeapon.NormalFire

Ignores: NormalFire.AnimEnd

NormalFire.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


NormalFire.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)