Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:SniperRifle (UT)
Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> SniperRifle |
Contents
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SniperRifle A military redesign of the rifle.
Properties
FireAnims
Type: name
Array size: 5
Default value, index 0: 'Fire'
Default value, index 1: 'Fire2'
Default value, index 2: 'Fire3'
Default value, index 3: 'Fire4'
Default value, index 4: 'Fire5'
NumFire
Type: int
OwnerLocation
Type: Object.Vector
StillStart
Type: float
StillTime
Type: float
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.54 | ||||||||
AltDamageType | 'Decapitated' | ||||||||
AltRefireRate | 0.3 | ||||||||
AmmoName | Class'BotPack.BulletBox' | ||||||||
AutoSwitchPriority | 5 | ||||||||
bAltInstantHit | True | ||||||||
bDrawMuzzleFlash | True | ||||||||
bInstantHit | True | ||||||||
bMuzzleFlashParticles | True | ||||||||
bNoSmooth | False | ||||||||
BobDamping | 0.975 | ||||||||
CollisionHeight | 8.0 | ||||||||
CollisionRadius | 32.0 | ||||||||
DeathMessage | "%k put a bullet through %o's head." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'Botpack.SniperRifle.SniperFire' | ||||||||
FiringSpeed | 1.8 | ||||||||
FlashC | 0.031 | ||||||||
FlashLength | 0.013 | ||||||||
FlashO | 0.014 | ||||||||
FlashS | 256 | ||||||||
FlashY | 0.11 | ||||||||
Icon | Texture'Botpack.Icons.UseRifle' | ||||||||
InventoryGroup | 10 | ||||||||
ItemName | "Sniper Rifle" | ||||||||
Mesh | LodMesh'Botpack.RiflePick' | ||||||||
MFTexture | Texture'Botpack.Rifle.MuzzleFlash2' | ||||||||
MuzzleFlashMesh | LodMesh'Botpack.muzzsr3' | ||||||||
MuzzleFlashScale | 0.1 | ||||||||
MuzzleFlashStyle | STY_Translucent | ||||||||
MuzzleFlashTexture | Texture'Botpack.Skins.Muzzy3' | ||||||||
MuzzleScale | 1.0 | ||||||||
MyDamageType | 'shot' | ||||||||
NameColor |
|
||||||||
PickupAmmoCount | 8 | ||||||||
PickupMessage | "You got a Sniper Rifle." | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'Botpack.RiflePick' | ||||||||
PlayerViewMesh | LodMesh'Botpack.Rifle2m' | ||||||||
PlayerViewOffset |
|
||||||||
PlayerViewScale | 2.0 | ||||||||
RefireRate | 0.6 | ||||||||
Rotation |
|
||||||||
SelectSound | Sound'UnrealI.Rifle.RiflePickup' | ||||||||
ShakeMag | 400.0 | ||||||||
ShakeTime | 0.15 | ||||||||
ShakeVert | 8.0 | ||||||||
StatusIcon | Texture'Botpack.Icons.UseRifle' | ||||||||
ThirdPersonMesh | LodMesh'Botpack.RifleHand' | ||||||||
WeaponDescription | "Classification: Long Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Can kill instantly when applied to the cranium of opposing forces. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!" |
Functions
Events
Timer
Overrides: Actor.Timer
Other instance functions
AltFire
Overrides: TournamentWeapon.AltFire
ClientAltFire
Overrides: TournamentWeapon.ClientAltFire
Finish
Overrides: TournamentWeapon.Finish
PlayFiring
Overrides: Weapon.PlayFiring
PlayIdleAnim
Overrides: TournamentWeapon.PlayIdleAnim
PostRender
Overrides: Weapon.PostRender
ProcessTraceHit
Overrides: Weapon.ProcessTraceHit
RateSelf
Overrides: Weapon.RateSelf
setHand
Overrides: Weapon.setHand
TraceFire
Overrides: Weapon.TraceFire
States
Idle
Idle.BeginState
Overrides: Object.BeginState (global)
Idle.EndState
Overrides: Object.EndState (global)
Idle.Fire
Overrides: TournamentWeapon.Fire (global)
NormalFire
NormalFire.EndState
Overrides: Object.EndState (global)
Zooming
Zooming.BeginState
Overrides: Object.BeginState (global)
Zooming.Tick
Overrides: Actor.Tick (global)