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UnrealI.FlakCannon

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealI.FlakCannon

Variables Summary
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, Attachment, bAltInstantHit, bAltWarnTarget, bCanThrow, bChangeWeapon, bDrawMuzzleFlash, bHideWeapon, bInstantHit, bLockedOn, bMeleeWeapon, bMuzzleFlash, bOwnsCrosshair, bPointing, bRapidFire, bRecommendSplashDamage, bSetFlashTime, bSplashDamage, bTossedOut, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert, ThirdPersonAttachment
Inherited Variables from Engine.Inventory
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bFirstFrame, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRepMuzzleFlash, bRepPlayerView, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, myMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale

Functions Summary
function AltFire (float Value ))
function Fire (float Value ))
function PlayIdleAnim ()))
function PlayPostSelect ()))
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function TweenDown ()))
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, Destroyed, DropFrom, Finish, Fire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, WeaponChange, WeaponSet
Inherited Functions from Engine.Inventory
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, EndState, Fire, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, NotifyPathDefine, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, Reset, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
AltFiring Source code
state AltFiring
NormalFire Source code
state NormalFire


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

Fire Source code

function Fire ( float Value ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

PlayPostSelect Source code

function PlayPostSelect ( ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

TweenDown Source code

function TweenDown ( ) )


Defaultproperties

defaultproperties
{
				AmmoName=Class'UnrealI.FlakBox'
				PickupAmmoCount=10
				bWarnTarget=True
				bAltWarnTarget=True
				bSplashDamage=True
				FiringSpeed=1.200000
				FireOffset=(X=10.000000,Y=-12.000000,Z=-15.000000)
				ProjectileClass=Class'UnrealI.MasterChunk'
				AltProjectileClass=Class'UnrealI.FlakShell'
				MyDamageType="SHREDDED"
				AltDamageType="exploded"
				shakemag=350.000000
				shaketime=0.150000
				shakevert=8.500000
				AIRating=0.800000
				FireSound=Sound'UnrealShare.Flak.shot1'
				AltFireSound=Sound'UnrealShare.Flak.Explode1'
				CockingSound=Sound'UnrealI.Flak.load1'
				SelectSound=Sound'UnrealI.Flak.pdown'
				Misc2Sound=Sound'UnrealI.Flak.Hidraul2'
				Misc3Sound=Sound'UnrealShare.Flak.Click'
				DeathMessage="%o was ripped to shreds by %k's %w."
				AutoSwitchPriority=6
				InventoryGroup=6
				PickupMessage="You got the Flak Cannon"
				ItemName="Flak Cannon"
				PlayerViewOffset=(X=2.100000,Y=-1.500000,Z=-1.250000)
				PlayerViewMesh=LodMesh'UnrealI.Flak'
				PlayerViewScale=1.200000
				PickupViewMesh=LodMesh'UnrealI.FlakPick'
				ThirdPersonMesh=LodMesh'UnrealI.Flak3rd'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UnrealI.FlakPick'
				bNoSmooth=False
				CollisionRadius=27.000000
				CollisionHeight=23.000000
				LightBrightness=228
				LightHue=30
				LightSaturation=71
				LightRadius=14
}

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Creation time: zo 11-11-2012 21:14:09.850 - Created with UnCodeX