Gah - a solution with more questions. – EntropicLqd
UE1:ChainSaw (UT)
Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> ChainSaw |
- Package:
- BotPack
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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 |
|
||||||||
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 |
|
||||||||
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]
Overrides: TournamentWeapon.AltFire
EndAltFiring[edit]
Finish[edit]
Overrides: TournamentWeapon.Finish
Fire[edit]
Overrides: TournamentWeapon.Fire
PlayAltFiring[edit]
Overrides: Weapon.PlayAltFiring
PlayFiring[edit]
Overrides: Weapon.PlayFiring
PlayIdleAnim[edit]
Overrides: TournamentWeapon.PlayIdleAnim
PlayPostSelect[edit]
Overrides: TournamentWeapon.PlayPostSelect
RateSelf[edit]
Overrides: Weapon.RateSelf
Slash[edit]
SuggestAttackStyle[edit]
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle[edit]
Overrides: Weapon.SuggestDefenseStyle
TraceFire[edit]
Overrides: Weapon.TraceFire
TweenDown[edit]
Overrides: TournamentWeapon.TweenDown
States[edit]
AltFiring[edit]
Inherits from: TournamentWeapon.AltFiring
AltFiring.BeginState[edit]
Overrides: Object.BeginState (global)
AltFiring.EndState[edit]
Overrides: Object.EndState (global)
AltFiring.AltFire[edit]
Overrides: TournamentWeapon.AltFiring.AltFire
AltFiring.Fire[edit]
Overrides: TournamentWeapon.AltFiring.Fire
ClientAltFiring[edit]
ClientAltFiring.AnimEnd[edit]
Overrides: TournamentWeapon.ClientAltFiring.AnimEnd
ClientAltFiring.EndState[edit]
Overrides: TournamentWeapon.ClientAltFiring.EndState
ClientFiring[edit]
ClientFiring.EndState[edit]
Overrides: TournamentWeapon.ClientFiring.EndState
Idle[edit]
Inherits from: Weapon.Idle
Idle.PutDown[edit]
Overrides: Weapon.Idle.PutDown
NormalFire[edit]
Inherits from: TournamentWeapon.NormalFire
NormalFire.BeginState[edit]
Overrides: Object.BeginState (global)
NormalFire.EndState[edit]
Overrides: Object.EndState (global)