- Extends
- Weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UnrealShare.UTranslocator
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 |
| | AltFire (float Value ))
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| | AltFire (float F)) AltFiring |
| | AltFire (float F)) NormalFire |
| | AnimEnd ())) Idle |
| float | CalcRequiredZHeight (float DestZ, float StartZ, float GravZ ))
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| | Destroyed ()))
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| | DropFrom (vector StartLocation))
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| | Fire (float Value ))
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| | Fire (float F)) AltFiring |
| | Fire (float F)) NormalFire |
| bool | IsTeamMate (Pawn TargetPawn ))
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| | PlayIdleAnim ()))
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| | PlaySelect ()))
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| Projectile | ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
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| | RaiseUp (Weapon OldWeapon))
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| float | RateSelf (out int bUseAltMode ))
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| float | RateSelf (out int bUseAltMode )) BotTranslocate |
| | SelectTranslocator ()))
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| | setHand (float Hand))
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| float | SuggestAttackStyle ()))
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| float | SuggestDefenseStyle ()))
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| vector | SuggestFallVelocity (vector Start, vector Dest, float gravZ, float MaxXYSpeed, float ZSpeed, out float JumpTime ))
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| | TargetDestroyed ()))
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| | Teleport ()))
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| | Tick (float Delta )) BotTranslocate |
| | Timer ())) Idle |
| | Toss ()))
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| | TranslocateTo (vector TargetPos, vector JumpEndSpot ))
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| | TranslocateTo (vector TargetPos, vector JumpEndSpot )) BotTranslocate |
| | TryToSwitchToOld ()))
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| bool | TryToTeleport (vector Dest ))
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| | TweenDown ()))
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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 |
var float BotPausingTime;
var
vector BotTransJumpTarget;
function AltFire ( float Value ) )
function AltFire ( float F) )
function AltFire ( float F) )
function AnimEnd ( ) )
final function float CalcRequiredZHeight ( float DestZ, float StartZ, float GravZ ) )
function Destroyed ( ) )
function DropFrom (
vector StartLocation) )
function Fire ( float Value ) )
function Fire ( float F) )
function Fire ( float F) )
function bool IsTeamMate (
Pawn TargetPawn ) )
function PlayIdleAnim ( ) )
function PlaySelect ( ) )
function RaiseUp (
Weapon OldWeapon) )
function float RateSelf ( out int bUseAltMode ) )
RateSelf BotTranslocate Source code
function float RateSelf ( out int bUseAltMode ) )
exec function SelectTranslocator ( ) )
function setHand ( float Hand) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
final
function vector SuggestFallVelocity (
vector Start,
vector Dest,
float gravZ,
float MaxXYSpeed,
float ZSpeed, out
float JumpTime ) )
function TargetDestroyed ( ) )
function Teleport ( ) )
function Tick ( float Delta ) )
function Timer ( ) )
function Toss ( ) )
function TranslocateTo (
vector TargetPos,
vector JumpEndSpot ) )
TranslocateTo BotTranslocate Source code
function TranslocateTo (
vector TargetPos,
vector JumpEndSpot ) )
function TryToSwitchToOld ( ) )
function bool TryToTeleport (
vector Dest ) )
function TweenDown ( ) )
defaultproperties
{
AmmoName=Class'UnrealShare.TeleAmmo'
PickupAmmoCount=1
bCanThrow=False
ProjectileClass=Class'UnrealShare.UTranslocatorTarget'
Misc3Sound=Sound'UnrealShare.Translocator.ReturnTarget'
DeathMessage="%o was telefragged by %k."
AutoSwitchPriority=0
InventoryGroup=10
PickupMessage="You got the Translocator Source Module"
ItemName="Translocator"
ItemArticle="the"
PlayerViewOffset=(X=3.000000,Y=-2.400000,Z=-2.400000)
PlayerViewMesh=LodMesh'UnrealShare.TeleHand'
PickupViewMesh=Mesh'UnrealShare.TeleportProj'
ThirdPersonMesh=Mesh'UnrealShare.TeleportProj'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=Mesh'UnrealShare.TeleportProj'
bNoSmooth=False
}
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Creation time: zo 11-11-2012 21:14:15.756 - Created with
UnCodeX