My program doesn't have bugs. It just develops random features.

UE1:UDamage (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:10, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT Object >> Actor >> Inventory >> Pickup >> TournamentPickup >> UDamage
Package: 
BotPack

UDamage.

Properties[edit]

EndFireSound[edit]

Type: Sound


Default value: Sound'Botpack.Pickups.AmpFire2b'

ExtraFireSound[edit]

Type: Sound


Default value: Sound'Botpack.Pickups.AmpFire'

FinalCount[edit]

Type: int


Default value: 5

UDamageWeapon[edit]

Type: Weapon


Default values[edit]

Property Value
bActivatable True
bAutoActivate True
bDisplayableInv True
bMeshEnviroMap True
Charge 300
DeActivateSound Sound'Botpack.Pickups.AmpOut'
Icon Texture'Botpack.Icons.I_UDamage'
ItemName "Damage Amplifier"
MaxDesireability 2.5
Mesh LodMesh'Botpack.UDamage'
Physics PHYS_Rotating
PickupMessage "You got the Damage Amplifier!"
PickupSound Sound'Botpack.Pickups.AmpPickup'
PickupViewMesh LodMesh'Botpack.UDamage'
RemoteRole ROLE_DumbProxy
RespawnTime 120.0
Texture Texture'Botpack.GoldSkin2'

Instance functions[edit]

FireEffect[edit]

simulated function FireEffect ()

Overrides: TournamentPickup.FireEffect


SetOwnerLighting[edit]

function SetOwnerLighting ()


SetUDamageWeapon[edit]

function SetUDamageWeapon ()


UsedUp[edit]

singular function UsedUp ()

Overrides: Pickup.UsedUp


States[edit]

Activated[edit]

Activated.BeginState[edit]

event BeginState ()

Overrides: Inventory.Activated.BeginState


Activated.EndState[edit]

event EndState ()

Overrides: Inventory.Activated.EndState


Activated.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Activated.ChangedWeapon[edit]

function ChangedWeapon ()

Overrides: Inventory.ChangedWeapon (global)


Activated.SetOwnerDisplay[edit]

function SetOwnerDisplay ()

Overrides: Inventory.SetOwnerDisplay (global)