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UPak.RocketLauncher

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UPak.RocketLauncher

Variables Summary
intReloadTracker
Weapon
boolbRJDisabled
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, 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
Inherited Variables from Engine.Inventory
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, 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 BeginState ()
Idle
function BeginState ()
NormalFire
function EndState ()
Idle
function Fire (float value)
functionbool HandlePickupQuery (inventory Item)
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function PostBeginPlay ()
function PreBeginPlay ()
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
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, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
AltFiring Source code
state AltFiring
Idle Source code
state Idle
BeginState, EndState
NormalFire Source code
state NormalFire
BeginState


Variables Detail

ReloadTracker Source code

var int ReloadTracker;

Weapon

bRJDisabled Source code

var(Weapon) bool bRJDisabled;


Functions Detail

Altfire Source code

function Altfire ( float value )

BeginState Idle Source code

function BeginState ( )

BeginState NormalFire Source code

function BeginState ( )

EndState Idle Source code

function EndState ( )

Fire Source code

function Fire ( float value )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

PostBeginPlay Source code

function PostBeginPlay ( )

PreBeginPlay Source code

function PreBeginPlay ( )

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn )


Defaultproperties

defaultproperties
{
     AmmoName=Class'UPak.RLAmmo'
     PickupAmmoCount=5
     bWarnTarget=True
     bAltWarnTarget=True
     bSplashDamage=True
     bRecommendSplashDamage=True
     FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000)
     ProjectileClass=Class'UPak.UPakRocket'
     AltProjectileClass=Class'UPak.TowRocket'
     AIRating=0.600000
     RefireRate=0.150000
     AltRefireRate=0.150000
     FireSound=Sound'UPak.RocketLauncher.RocketShot2'
     AltFireSound=Sound'UPak.RocketLauncher.RocketShot2'
     SelectSound=Sound'UPak.RocketLauncher.RocketSelect1'
     AutoSwitchPriority=6
     InventoryGroup=5
     PickupMessage="You got the RocketLauncher."
     ItemName="RocketLauncher"
     PlayerViewOffset=(X=3.800000,Y=-1.400000,Z=-1.800000)
     PlayerViewMesh=LodMesh'UPak.RL1st'
     PickupViewMesh=LodMesh'UPak.RLpickup'
     ThirdPersonMesh=LodMesh'UPak.RL3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UPak.RLpickup'
     bNoSmooth=False
     CollisionRadius=28.000000
     CollisionHeight=8.000000
}

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Creation time: za 22-4-2006 13:29:20.093 - Created with UnCodeX