Mostly Harmless
UE1:ShockRifle (UT)
Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> ShockRifle |
Contents
- Package:
- BotPack
- Direct subclass:
- SuperShockRifle
- This class in other games:
- UT2003, UT2004
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ShockRifle.
Properties[edit]
Property group 'ShockRifle'[edit]
HitDamage[edit]
Type: int
Default value: 40
Internal variables[edit]
bBotSpecialMove[edit]
Type: bool
TapTime[edit]
Type: float
Tracked[edit]
Type: Projectile
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.63 | ||||||||
AltFireSound | Sound'UnrealShare.ASMD.TazerAltFire' | ||||||||
AltProjectileClass | Class'BotPack.ShockProj' | ||||||||
AltRefireRate | 0.7 | ||||||||
AmmoName | Class'BotPack.ShockCore' | ||||||||
AutoSwitchPriority | 4 | ||||||||
bAltWarnTarget | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
BobDamping | 0.975 | ||||||||
bSplashDamage | True | ||||||||
CollisionHeight | 8.0 | ||||||||
CollisionRadius | 34.0 | ||||||||
DeathMessage | "%k inflicted mortal damage upon %o with the %w." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'UnrealShare.ASMD.TazerFire' | ||||||||
FiringSpeed | 2.0 | ||||||||
Icon | Texture'Botpack.Icons.UseASMD' | ||||||||
InstFlash | -0.4 | ||||||||
InstFog |
|
||||||||
InventoryGroup | 4 | ||||||||
ItemName | "Shock Rifle" | ||||||||
Mass | 50.0 | ||||||||
Mesh | LodMesh'Botpack.ASMD2pick' | ||||||||
MyDamageType | 'jolted' | ||||||||
NameColor |
|
||||||||
PickupAmmoCount | 20 | ||||||||
PickupMessage | "You got the ASMD Shock Rifle." | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'Botpack.ASMD2pick' | ||||||||
PlayerViewMesh | LodMesh'Botpack.ASMD2M' | ||||||||
PlayerViewOffset |
|
||||||||
PlayerViewScale | 2.0 | ||||||||
SelectSound | Sound'UnrealShare.ASMD.TazerSelect' | ||||||||
StatusIcon | Texture'Botpack.Icons.UseASMD' | ||||||||
ThirdPersonMesh | LodMesh'Botpack.ASMD2hand' | ||||||||
WeaponDescription | "Classification: Energy Rifle\n\nPrimary Fire: Instant hit laser beam.\n\nSecondary Fire: Large, slow moving plasma balls.\n\nTechniques: Hitting the secondary fire plasma balls with the regular fire's laser beam will cause an immensely powerful explosion." |
Functions[edit]
Events[edit]
Timer[edit]
Overrides: Actor.Timer
Other instance functions[edit]
AltFire[edit]
Overrides: TournamentWeapon.AltFire
Finish[edit]
Overrides: TournamentWeapon.Finish
PlayAltFiring[edit]
Overrides: Weapon.PlayAltFiring
PlayFiring[edit]
Overrides: Weapon.PlayFiring
PlayIdleAnim[edit]
Overrides: TournamentWeapon.PlayIdleAnim
ProcessTraceHit[edit]
Overrides: Weapon.ProcessTraceHit
ProjectileFire[edit]
Overrides: Weapon.ProjectileFire
RateSelf[edit]
Overrides: Weapon.RateSelf
SpawnEffect[edit]
TraceFire[edit]
Overrides: Weapon.TraceFire
States[edit]
ClientFiring[edit]
ClientFiring.AnimEnd[edit]
Overrides: TournamentWeapon.ClientFiring.AnimEnd
ClientFiring.BeginState[edit]
Overrides: Object.BeginState (global)
ClientFiring.EndState[edit]
Overrides: TournamentWeapon.ClientFiring.EndState
ClientFiring.ClientAltFire[edit]
Overrides: TournamentWeapon.ClientFiring.ClientAltFire
ClientFiring.ClientFire[edit]
Overrides: TournamentWeapon.ClientFiring.ClientFire
ComboMove[edit]
ComboMove.Tick[edit]
Overrides: Actor.Tick (global)
ComboMove.AltFire[edit]
Overrides: AltFire (global)
ComboMove.Fire[edit]
Overrides: TournamentWeapon.Fire (global)
Idle[edit]
Idle.BeginState[edit]
Overrides: Object.BeginState (global)
Idle.EndState[edit]
Overrides: Object.EndState (global)