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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
Property group 'ShockRifle'
HitDamage
Type: int
Default value: 40
Internal variables
bBotSpecialMove
Type: bool
TapTime
Type: float
Tracked
Type: Projectile
Default values
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
Events
Timer
Overrides: Actor.Timer
Other instance functions
AltFire
Overrides: TournamentWeapon.AltFire
Finish
Overrides: TournamentWeapon.Finish
PlayAltFiring
Overrides: Weapon.PlayAltFiring
PlayFiring
Overrides: Weapon.PlayFiring
PlayIdleAnim
Overrides: TournamentWeapon.PlayIdleAnim
ProcessTraceHit
Overrides: Weapon.ProcessTraceHit
ProjectileFire
Overrides: Weapon.ProjectileFire
RateSelf
Overrides: Weapon.RateSelf
SpawnEffect
TraceFire
Overrides: Weapon.TraceFire
States
ClientFiring
ClientFiring.AnimEnd
Overrides: TournamentWeapon.ClientFiring.AnimEnd
ClientFiring.BeginState
Overrides: Object.BeginState (global)
ClientFiring.EndState
Overrides: TournamentWeapon.ClientFiring.EndState
ClientFiring.ClientAltFire
Overrides: TournamentWeapon.ClientFiring.ClientAltFire
ClientFiring.ClientFire
Overrides: TournamentWeapon.ClientFiring.ClientFire
ComboMove
ComboMove.Tick
Overrides: Actor.Tick (global)
ComboMove.AltFire
Overrides: AltFire (global)
ComboMove.Fire
Overrides: TournamentWeapon.Fire (global)
Idle
Idle.BeginState
Overrides: Object.BeginState (global)
Idle.EndState
Overrides: Object.EndState (global)