Gah - a solution with more questions. – EntropicLqd
UE1:UT_BioRifle (UT)
Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> UT_BioRifle |
- Package:
- BotPack
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UT_BioRifle.
Properties
bBurst
Type: bool
ChargeSize
Type: float
Count
Type: float
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.6 | ||||||||
AltFireSound | Sound'UnrealI.BioRifle.GelShot' | ||||||||
AltProjectileClass | Class'BotPack.BioGlob' | ||||||||
AltRefireRate | 0.7 | ||||||||
AmmoName | Class'BotPack.BioAmmo' | ||||||||
AutoSwitchPriority | 3 | ||||||||
bAltWarnTarget | True | ||||||||
bNoSmooth | False | ||||||||
BobDamping | 0.972 | ||||||||
bRapidFire | True | ||||||||
CockingSound | Sound'UnrealI.BioRifle.GelLoad' | ||||||||
CollisionHeight | 19.0 | ||||||||
DeathMessage | "%o drank a glass of %k's dripping green load." | ||||||||
FireOffset |
|
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FireSound | Sound'UnrealI.BioRifle.GelShot' | ||||||||
FiringSpeed | 1.0 | ||||||||
Icon | Texture'Botpack.Icons.UseBio' | ||||||||
InstFlash | -0.15 | ||||||||
InstFog |
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InventoryGroup | 3 | ||||||||
ItemName | "GES Bio Rifle" | ||||||||
Mesh | LodMesh'Botpack.BRifle2Pick' | ||||||||
NameColor |
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PickupAmmoCount | 25 | ||||||||
PickupMessage | "You got the GES BioRifle." | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'Botpack.BRifle2Pick' | ||||||||
PlayerViewMesh | LodMesh'Botpack.BRifle2' | ||||||||
PlayerViewOffset |
|
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ProjectileClass | Class'BotPack.UT_BioGel' | ||||||||
RefireRate | 0.9 | ||||||||
SelectSound | Sound'UnrealI.BioRifle.GelSelect' | ||||||||
StatusIcon | Texture'Botpack.Icons.UseBio' | ||||||||
ThirdPersonMesh | LodMesh'Botpack.BRifle23' | ||||||||
WeaponDescription | "Classification: Toxic Rifle\n\nPrimary Fire: Wads of Tarydium byproduct are lobbed at a medium rate of fire.\n\nSecondary Fire: When trigger is held down, the BioRifle will create a much larger wad of byproduct. When this wad is launched, it will burst into smaller wads which will adhere to any surfaces.\n\nTechniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste." |
Instance functions
AltFire
Overrides: TournamentWeapon.AltFire
ClientAltFire
Overrides: TournamentWeapon.ClientAltFire
Finish
Overrides: TournamentWeapon.Finish
PlayAltBurst
PlayAltFiring
Overrides: Weapon.PlayAltFiring
PlayFiring
Overrides: Weapon.PlayFiring
PlayIdleAnim
Overrides: TournamentWeapon.PlayIdleAnim
ProjectileFire
Overrides: Weapon.ProjectileFire
RateSelf
Overrides: Weapon.RateSelf
SuggestAttackStyle
Overrides: Weapon.SuggestAttackStyle
SuggestDefenseStyle
Overrides: Weapon.SuggestDefenseStyle
States
AltFiring
Inherits from: TournamentWeapon.AltFiring
AltFiring.BeginState
Overrides: Object.BeginState (global)
AltFiring.EndState
Overrides: Object.EndState (global)
AltFiring.Tick
Overrides: Actor.Tick (global)
ClientAltFiring
ClientAltFiring.AnimEnd
Overrides: TournamentWeapon.ClientAltFiring.AnimEnd
ClientAltFiring.Tick
Overrides: Actor.Tick (global)
ShootLoad
ShootLoad.AnimEnd
Overrides: TournamentWeapon.AnimEnd (global)
ShootLoad.BeginState
Overrides: Object.BeginState (global)
ShootLoad.Timer
Overrides: Actor.Timer (global)
ShootLoad.AltFire
Overrides: AltFire (global)
ShootLoad.Fire
Overrides: TournamentWeapon.Fire (global)
ShootLoad.ForceAltFire
Overrides: TournamentWeapon.ForceAltFire (global)
ShootLoad.ForceFire
Overrides: TournamentWeapon.ForceFire (global)