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UE1:UT_Eightball (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon >> UT_Eightball

Contents

Package: 
BotPack

UT_Eightball.

Properties[edit]

bAlwaysInstant[edit]

Type: bool


bClientDone[edit]

Type: bool


bFireLoad[edit]

Type: bool


bInstantRocket[edit]

Type: bool


bPendingLock[edit]

Type: bool


bRotated[edit]

Type: bool


bTightWad[edit]

Type: bool


ClientRocketsLoaded[edit]

Type: int


FireAnim[edit]

Type: name

Array size: 6


Default value, index 0: 'Fire1'

Default value, index 1: 'Fire2'

Default value, index 2: 'Fire3'

Default value, index 3: 'Fire4'

Default value, index 4: 'Fire2'

Default value, index 5: 'Fire3'

LoadAnim[edit]

Type: name

Array size: 6


Default value, index 0: 'load1'

Default value, index 1: 'Load2'

Default value, index 2: 'Load3'

Default value, index 3: 'Load4'

Default value, index 4: 'Load5'

Default value, index 5: 'Load6'

LockedTarget[edit]

Type: Actor


NewTarget[edit]

Type: Actor


OldTarget[edit]

Type: Actor


RocketsLoaded[edit]

Type: int


RotateAnim[edit]

Type: name

Array size: 6


Default value, index 0: 'Rotate1'

Default value, index 1: 'Rotate2'

Default value, index 2: 'Rotate3'

Default value, index 3: 'Rotate4'

Default value, index 4: 'Rotate5'

Default value, index 5: 'Rotate3'

Default values[edit]

Property Value
AIRating 0.75
AltFireSound Sound'UnrealShare.Eightball.EightAltFire'
AltProjectileClass Class'BotPack.UT_Grenade'
AltRefireRate 0.25
AmmoName Class'BotPack.RocketPack'
AutoSwitchPriority 9
bAltWarnTarget True
bNoSmooth False
BobDamping 0.975
bRecommendSplashDamage True
bSplashDamage True
bWarnTarget True
CockingSound Sound'UnrealShare.Eightball.Loading'
CollisionHeight 10.0
DeathMessage "%o was smacked down by %k's %w."
FireOffset
Member Value
X 10.0
Y -5.0
Z -8.8
FiringSpeed 1.0
Icon Texture'Botpack.Icons.Use8ball'
InventoryGroup 9
ItemName "Rocket Launcher"
Mesh LodMesh'Botpack.Eight2Pick'
Misc1Sound Sound'UnrealShare.Eightball.SeekLock'
Misc2Sound Sound'UnrealShare.Eightball.SeekLost'
Misc3Sound Sound'UnrealShare.Eightball.BarrelMove'
NameColor
Member Value
B 0
G 0
PickupAmmoCount 6
PickupMessage "You got the Rocket Launcher."
PickupSound Sound'UnrealShare.Pickups.WeaponPickup'
PickupViewMesh LodMesh'Botpack.Eight2Pick'
PlayerViewMesh LodMesh'Botpack.Eightm'
PlayerViewOffset
Member Value
X 2.4
Y -1.0
Z -2.2
PlayerViewScale 2.0
ProjectileClass Class'BotPack.RocketMk2'
RefireRate 0.25
SelectSound Sound'UnrealShare.Eightball.Selecting'
ShakeMag 350.0
ShakeTime 0.2
ShakeVert 7.5
StatusIcon Texture'Botpack.Icons.Use8ball'
ThirdPersonMesh LodMesh'Botpack.EightHand'
WeaponDescription "Classification: Heavy Ballistic\n\nPrimary Fire: Slow moving but deadly rockets are fired at opponents. Trigger can be held down to load up to six rockets at a time, which can be fired at once.\n\nSecondary Fire: Grenades are lobbed from the barrel. Secondary trigger can be held as well to load up to six grenades.\n\nTechniques: Keeping this weapon pointed at an opponent will cause it to lock on, and while the gun is locked the next rocket fired will be a homing rocket. Because the Rocket Launcher can load up multiple rockets, it fires when you release the fire button. If you prefer, it can be configured to fire a rocket as soon as you press fire button down, at the expense of the multiple rocket load-up feature. This is set in the Input Options menu."

Functions[edit]

Events[edit]

RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


RenderTexture[edit]

simulated event RenderTexture (ScriptedTexture Tex)

Overrides: Actor.RenderTexture


Other instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: TournamentWeapon.AltFire


BecomeItem[edit]

function BecomeItem ()

Overrides: TournamentWeapon.BecomeItem


CheckTarget[edit]

function Actor CheckTarget ()


ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: TournamentWeapon.ClientAltFire


ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: TournamentWeapon.ClientFire


Fire[edit]

function Fire (float Value)

Overrides: TournamentWeapon.Fire


FiringRockets[edit]

simulated function FiringRockets ()


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()

Overrides: TournamentWeapon.PlayIdleAnim


PlayLoading[edit]

simulated function PlayLoading (float rate, int num)


PlayRFiring[edit]

simulated function PlayRFiring (int num)


PlayRotating[edit]

simulated function PlayRotating (int num)


PostRender[edit]

simulated function PostRender (Canvas Canvas)

Overrides: Weapon.PostRender


RateSelf[edit]

function float RateSelf (out int bUseAltMode)

Overrides: Weapon.RateSelf


setHand[edit]

function setHand (float Hand)

Overrides: Weapon.setHand


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


States[edit]

AltFiring[edit]

AltFiring.AnimEnd[edit]

event AnimEnd ()

Overrides: TournamentWeapon.AltFiring.AnimEnd


AltFiring.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


AltFiring.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


AltFiring.RotateRocket[edit]

function RotateRocket ()


ClientAltFiring[edit]

ClientAltFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientAltFiring.AnimEnd


ClientAltFiring.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientAltFiring.EndState[edit]

simulated event EndState ()

Overrides: TournamentWeapon.ClientAltFiring.EndState


ClientAltFiring.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ClientFiring[edit]

ClientFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.ClientFiring.AnimEnd


ClientFiring.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientFiring.EndState[edit]

simulated event EndState ()

Overrides: TournamentWeapon.ClientFiring.EndState


ClientFiring.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ClientReload[edit]

ClientReload.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd (global)


ClientReload.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientReload.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


ClientReload.ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: ClientAltFire (global)


ClientReload.ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


FireRockets[edit]

FireRockets.AnimEnd[edit]

event AnimEnd ()

Overrides: TournamentWeapon.AnimEnd (global)


FireRockets.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FireRockets.AltFire[edit]

function AltFire (float F)

Overrides: AltFire (global)


FireRockets.Fire[edit]

function Fire (float F)

Overrides: Fire (global)


FireRockets.ForceAltFire[edit]

function ForceAltFire ()

Overrides: TournamentWeapon.ForceAltFire (global)


FireRockets.ForceFire[edit]

function ForceFire ()

Overrides: TournamentWeapon.ForceFire (global)


FireRockets.SplashJump[edit]

function bool SplashJump ()

Overrides: Weapon.SplashJump (global)


Idle[edit]

Idle.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


NormalFire[edit]

NormalFire.AnimEnd[edit]

event AnimEnd ()

Overrides: TournamentWeapon.NormalFire.AnimEnd


NormalFire.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


NormalFire.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


NormalFire.RotateRocket[edit]

function RotateRocket ()


NormalFire.SplashJump[edit]

function bool SplashJump ()

Overrides: Weapon.SplashJump (global)