Gah - a solution with more questions. – EntropicLqd

UE1:UT_BioRifle (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> UT_BioRifle
Package: 
BotPack

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
Member Value
X 12.0
Y -11.0
Z -6.0
FireSound Sound'UnrealI.BioRifle.GelShot'
FiringSpeed 1.0
Icon Texture'Botpack.Icons.UseBio'
InstFlash -0.15
InstFog
Member Value
X 139.0
Y 218.0
Z 72.0
InventoryGroup 3
ItemName "GES Bio Rifle"
Mesh LodMesh'Botpack.BRifle2Pick'
NameColor
Member Value
B 0
R 0
PickupAmmoCount 25
PickupMessage "You got the GES BioRifle."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.BRifle2Pick'
PlayerViewMesh LodMesh'Botpack.BRifle2'
PlayerViewOffset
Member Value
X 1.7
Y -0.85
Z -0.95
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

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


ClientAltFire

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire


Finish

function Finish ()

Overrides: TournamentWeapon.Finish


PlayAltBurst

simulated function PlayAltBurst ()


PlayAltFiring

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayIdleAnim

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


ProjectileFire

function Projectile ProjectileFire (class<ProjectileProjClass, float ProjSpeed, bool bWarn)

Overrides: Weapon.ProjectileFire


RateSelf

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


SuggestAttackStyle

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle


States

AltFiring

Inherits from: TournamentWeapon.AltFiring

Ignores: AltFiring.AnimEnd

AltFiring.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


AltFiring.EndState

event EndState ()

Overrides: Object.EndState (global)


AltFiring.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ClientAltFiring

ClientAltFiring.AnimEnd

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


ClientAltFiring.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ShootLoad

ShootLoad.AnimEnd

event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd (global)


ShootLoad.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


ShootLoad.Timer

event Timer ()

Overrides: Actor.Timer (global)


ShootLoad.AltFire

function AltFire (float F)

Overrides: AltFire (global)


ShootLoad.Fire

function Fire (float F)

Overrides: TournamentWeapon.Fire (global)


ShootLoad.ForceAltFire

function ForceAltFire ()

Overrides: TournamentWeapon.ForceAltFire (global)


ShootLoad.ForceFire

function ForceFire ()

Overrides: TournamentWeapon.ForceFire (global)