My program doesn't have bugs. It just develops random features.
UE1:UDamage (UT)
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Object >> Actor >> Inventory >> Pickup >> TournamentPickup >> UDamage |
Contents
- Package:
- BotPack
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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)