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Botpack.Ripper

Extends
TournamentWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Botpack.TournamentWeapon
            |   
            +-- Botpack.Ripper

Variables Summary
Inherited Variables from Botpack.TournamentWeapon
Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription
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, bRecommendAltSplashDamage, bRecommendSplashDamage, bSetFlashTime, bSpecialIcon, bSplashDamage, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, NameColor, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert

Functions Summary
function AltFire (float Value ))
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionfloat RateSelf (out int bUseAltMode ))
functionbool SplashJump ()))
AltFiring
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
Inherited Functions from Botpack.TournamentWeapon
AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, ClientAltFire, ClientFire, ClientPutDown, ClientWeaponEvent, Destroyed, DropFrom, Finish, Fire, ForceAltFire, ForceFire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SplashJump, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, TweenToStill, WeaponChange, WeaponSet

States Summary
AltFiring Source code
state AltFiring
SplashJump


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

ProjectileFire Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SplashJump AltFiring Source code

function bool SplashJump ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )


Defaultproperties

defaultproperties
{
     WeaponDescription="Classification: Ballistic Blade Launcher\n\nPrimary Fire: Razor sharp titanium disks are launched at a medium rate of speed. Shots will ricochet off of any surfaces.\n\nSecondary Fire: Explosive disks are launched at a slow rate of fire.\n\nTechniques: Aim for the necks of your opponents."
     InstFlash=-0.300000
     InstFog=(X=400.000000,Y=200.000000)
     AmmoName=Class'Botpack.BladeHopper'
     PickupAmmoCount=15
     bSplashDamage=True
     bRecommendAltSplashDamage=True
     bRapidFire=True
     FiringSpeed=2.000000
     FireOffset=(Y=-15.000000,Z=-13.000000)
     ProjectileClass=Class'Botpack.Razor2'
     AltProjectileClass=Class'Botpack.Razor2Alt'
     shakemag=120.000000
     AIRating=0.500000
     RefireRate=1.000000
     AltRefireRate=0.830000
     SelectSound=Sound'UnrealI.Razorjack.beam'
     DeathMessage="%k ripped a chunk of meat out of %o with the %w."
     NameColor=(R=0)
     AutoSwitchPriority=6
     InventoryGroup=6
     PickupMessage="You got the Ripper."
     ItemName="Ripper"
     PlayerViewOffset=(X=3.000000,Y=-1.600000,Z=-2.400000)
     PlayerViewMesh=LodMesh'Botpack.Razor2'
     PlayerViewScale=1.400000
     BobDamping=0.975000
     PickupViewMesh=LodMesh'Botpack.RazPick2'
     ThirdPersonMesh=LodMesh'Botpack.Razor3rd2'
     StatusIcon=Texture'Botpack.Icons.UseRazor'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseRazor'
     Mesh=LodMesh'Botpack.RazPick2'
     bNoSmooth=False
     CollisionRadius=34.000000
     CollisionHeight=7.000000
     Mass=50.000000
}

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Creation time: Fr 7.6.2013 13:14:55.536 - Created with UnCodeX