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UE1:ImpactHammer (UT)

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

ImpactHammer.

Properties

Property group 'ImpactHammer'

AltFireSound

Type: Sound


Default value: Sound'Botpack.ASMD.ImpactFire'

TensionSound

Type: Sound


Default value: Sound'Botpack.ASMD.ImpactLoop'

Internal variables

ChargeSize

Type: float


Count

Type: float


Default values

Property Value
AltRefireRate 1.0
bMeleeWeapon True
bNoSmooth False
bRapidFire True
DeathMessage "%o got smeared by %k's piston."
FireSound Sound'Botpack.ASMD.ImpactAltFireRelease'
Icon Texture'Botpack.Icons.UseHammer'
InstFog
Member Value
X 475.0
Y 325.0
Z 145.0
ItemName "Impact Hammer"
Mesh LodMesh'Botpack.ImpPick'
Misc1Sound Sound'Botpack.ASMD.ImpactAltFireStart'
MyDamageType 'impact'
NameColor
Member Value
B 0
G 192
PickupMessage "You got the Impact Hammer."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.ImpPick'
PlayerViewMesh LodMesh'Botpack.ImpactHammer'
PlayerViewOffset
Member Value
X 3.8
Y -1.6
Z -1.8
RefireRate 1.0
SelectSound Sound'Botpack.ASMD.ImpactPickup'
SoundRadius 50
SoundVolume 200
StatusIcon Texture'Botpack.Icons.UseHammer'
ThirdPersonMesh LodMesh'Botpack.ImpactHandm'
WeaponDescription "Classification: Melee Piston\n\nPrimary Fire: When trigger is held down, touch opponents with this piston to inflict massive damage.\n\nSecondary Fire: Damages opponents at close range and has the ability to deflect projectiles.\n\nTechniques: Shoot at the ground while jumping to jump extra high."

Instance functions

AltFire

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


ClientFire

simulated function bool ClientFire (float Value)

Overrides: TournamentWeapon.ClientFire


ClientWeaponEvent

simulated function ClientWeaponEvent (name EventType)

Overrides: Weapon.ClientWeaponEvent


Fire

function Fire (float Value)

Overrides: TournamentWeapon.Fire


PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlayPostSelect

simulated function PlayPostSelect ()

Overrides: TournamentWeapon.PlayPostSelect


ProcessAltTraceHit

function ProcessAltTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)


ProcessTraceHit

function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: Weapon.ProcessTraceHit


RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


TraceAltFire

function TraceAltFire ()


TraceFire

function TraceFire (float accuracy)

Overrides: Weapon.TraceFire


States

ClientFireBlast

ClientFireBlast.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd (global)


ClientFireBlast.ClientAltFire

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire (global)


ClientFireBlast.ClientFire

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


ClientFiring

ClientFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


FireBlast

FireBlast.AltFire

function AltFire (float F)

Overrides: AltFire (global)


FireBlast.Fire

function Fire (float F)

Overrides: Fire (global)


Firing

Firing.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Firing.EndState

event EndState ()

Overrides: Object.EndState (global)


Firing.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Firing.AltFire

function AltFire (float F)

Overrides: AltFire (global)