UE1:AutoMag (UT): Difference between revisions
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Implementation of the [[liandri:Automag|Automag]] pistol<noinclude> from [[Unreal]]</noinclude>. | |||
==Properties== | ==Properties== | ||
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'''Type:''' [[int]] | '''Type:''' [[int]] | ||
The damage done per hit. | |||
'''Default value:''' 17 | '''Default value:''' 17 | ||
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'''Type:''' [[float]] | '''Type:''' [[float]] | ||
Current aim accuracy in alternate fire mode. Starts at 0.4 and increases by 0.5 after every shot up to 3.4. | |||
====ClipCount==== | ====ClipCount==== | ||
'''Type:''' [[int]] | '''Type:''' [[int]] | ||
The ammo used from the current clip. After 20 shots, a reload animation is played and the ClipCount is reset to 0. | |||
===Default values=== | ===Default values=== | ||
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'''Overrides:''' {{tl|AltFire|Weapon|instance functions}} | '''Overrides:''' {{tl|AltFire|Weapon|instance functions}} | ||
Resets the {{tl|AltAccuracy}} to 0.4 and sends the weapon into {{tl|AltFiring}} mode if it still has ammo. | |||
====Finish==== | ====Finish==== | ||
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==States== | ==States== | ||
===AltFiring=== | ===AltFiring=== | ||
Implements the alternate firing mode logic. | |||
'''Inherits from:''' {{tl|AltFiring|Weapon}} | '''Inherits from:''' {{tl|AltFiring|Weapon}} | ||
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===NewClip=== | ===NewClip=== | ||
Implements the reload logic. Plays the clip eject animation, puts down the weapon, resets the clip count and brings up the weapon again before allowing the player to fire again. | |||
'''[[Ignores statement|Ignores]]:''' {{tl|AltFire}}, {{tl|Fire||Weapon instance functions}} | '''[[Ignores statement|Ignores]]:''' {{tl|AltFire}}, {{tl|Fire||Weapon instance functions}} | ||
===NormalFire=== | ===NormalFire=== | ||
Implements the primary fire mode logic. At a {{tl|ClipCount}} higher than 15, a click sound is played, and if it reaches 20, the reload logic is activated. |
Latest revision as of 11:05, 20 December 2008
- Package:
- UnrealShare
- This class in other games:
Implementation of the Automag pistol from Unreal.
Properties
Property group 'AutoMag'
hitdamage
Type: int
The damage done per hit.
Default value: 17
Internal variables
AltAccuracy
Type: float
Current aim accuracy in alternate fire mode. Starts at 0.4 and increases by 0.5 after every shot up to 3.4.
ClipCount
Type: int
The ammo used from the current clip. After 20 shots, a reload animation is played and the ClipCount is reset to 0.
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.2 | ||||||||
AltFireSound | Sound'UnrealShare.AutoMag.shot' | ||||||||
AltRefireRate | 0.9 | ||||||||
AmmoName | Class'UnrealShare.Shellbox' | ||||||||
AutoSwitchPriority | 2 | ||||||||
bAltInstantHit | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
CockingSound | Sound'UnrealShare.AutoMag.Cocking' | ||||||||
CollisionHeight | 10.0 | ||||||||
CollisionRadius | 25.0 | ||||||||
DeathMessage | "%o got gatted by %k's %w." | ||||||||
FireOffset |
| ||||||||
FireSound | Sound'UnrealShare.AutoMag.shot' | ||||||||
InventoryGroup | 2 | ||||||||
ItemName | "Automag" | ||||||||
Mass | 15.0 | ||||||||
Mesh | LodMesh'UnrealShare.AutoMagPickup' | ||||||||
Misc1Sound | Sound'UnrealShare.flak.Click' | ||||||||
Misc2Sound | Sound'UnrealShare.AutoMag.Reload' | ||||||||
PickupAmmoCount | 20 | ||||||||
PickupMessage | "You got the AutoMag" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UnrealShare.AutoMagPickup' | ||||||||
PlayerViewMesh | LodMesh'UnrealShare.AutoMagL' | ||||||||
PlayerViewOffset |
| ||||||||
RefireRate | 0.7 | ||||||||
SelectSound | Sound'UnrealShare.AutoMag.Cocking' | ||||||||
ShakeMag | 200.0 | ||||||||
ShakeVert | 4.0 | ||||||||
ThirdPersonMesh | LodMesh'UnrealShare.auto3rd' |
Instance functions
AltFire
Overrides: Weapon.AltFire
Resets the AltAccuracy to 0.4 and sends the weapon into AltFiring mode if it still has ammo.
Finish
Overrides: Weapon.Finish
PlayAltFiring
Overrides: Weapon.PlayAltFiring
PlayFiring
Overrides: Weapon.PlayFiring
PlayPostSelect
Overrides: Weapon.PlayPostSelect
ProcessTraceHit
Overrides: Weapon.ProcessTraceHit
setHand
Overrides: Weapon.setHand
States
AltFiring
Implements the alternate firing mode logic.
Inherits from: Weapon.AltFiring
Ignores: AltFiring.AltFire, AltFiring.Fire
Idle
Idle.AnimEnd
Overrides: Weapon.Idle.AnimEnd
Idle.Timer
Overrides: Actor.Timer (global)
Idle.PutDown
Overrides: Weapon.Idle.PutDown
NewClip
Implements the reload logic. Plays the clip eject animation, puts down the weapon, resets the clip count and brings up the weapon again before allowing the player to fire again.
NormalFire
Implements the primary fire mode logic. At a ClipCount higher than 15, a click sound is played, and if it reaches 20, the reload logic is activated.