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//============================================================================= // $Workfile: WeaponInvEnergyRifle.uc $ // Created By: Jess Crable, Mark Poesch // Created On: 4/3/00 // $Author: Aleiby $ // $Date: 11/21/02 2:04a $ // $Revision: 44 $ //============================================================================= class WeaponInvEnergyRifle extends U2Weapon; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\System\ParticleRes\EnergyFX.u #exec OBJ LOAD File=..\Textures\WeaponFXT.utx simulated function int GetAltFireAmmoUsed() { return 10; } function float GetProjSpeed( bool bAlt ) { if( bAlt ) return Super.GetProjSpeed( bAlt ); else return ProjectileSpeed; } simulated state Firing { simulated event BeginState() { Super.BeginState(); if( U2PCOwner? ) class'UIConsole'.static.SendEvent("ER_Fire"); } simulated event EndState() { Super.EndState(); if( U2PCOwner? ) class'UIConsole'.static.SendEvent("ER_UnFire"); } } simulated function EverywhereAltFire() { Super.EverywhereAltFire(); if( U2PCOwner? ) class'UIConsole'.static.SendEvent("ER_AltFire"); } simulated state AltFiring { function vector CalcFireOffset( vector X, vector Y, vector Z ) { return CalcDrawOffset(); } } defaultproperties { FireTime=0.300000 AltFireTime=2.000000 FireLastDownTime=2.062000 AltFireLastDownTime=2.250000 FireLastReloadTime=2.812000 AltFireLastReloadTime=2.625000 ReloadTime=2.187000 FlashSkin=Shader'WeaponFXT.EnergyRifle.ER_Skin2FX' FireLastRoundSound=Sound'U2WeaponsA.EnergyRifle.ER_FireLastRound' AltFireLastRoundSound=Sound'U2WeaponsA.EnergyRifle.ER_AltFireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.EnergyRifle.ER_ReloadUnloaded' GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' FirePitch=(A=0.950000) ProjectileSpeed=1200.000000 DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander3',MountNode="#Muzzleflash1",bWorldFOV=true,bRequiresWorldZBuffer=true,AIAim=1200,PushBack=64.000000) DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander3',MountNode="#Muzzleflash2",bWorldFOV=true,bRequiresWorldZBuffer=true,AIAim=1200,PushBack=64.000000) DecoEffects(2)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash1") DecoEffects(3)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2") DecoEffects(4)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2") DecoEffects(5)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2") FirstPersonOffset=(X=-30.000000,Y=-10.000000) bCrosshairGlows=true WeaponAnimationType=AT_Large AltShakeMag=15.000000 AltShakeTime=0.800000 TargetableTypes(0)='Pawn' CrosshairName="ER_Cross" RangeMinFire=0.000000 RangeIdealFire=512.000000 RangeMaxFire=1536.000000 RangeLimitFire=32767.000000 RatingRangeMinFire=0.450000 RatingRangeIdealFire=0.450000 RatingRangeMaxFire=0.450000 RatingRangeLimitFire=0.001000 AIRatingFire=0.450000 RangeMinAltFire=512.000000 RangeIdealAltFire=1024.000000 RangeMaxAltFire=1700.000000 RatingInsideMinAltFire=-20.000000 RatingRangeMinAltFire=0.100000 RatingRangeIdealAltFire=0.350000 RatingRangeMaxAltFire=0.550000 AIRatingAltFire=0.450000 AmmoName=Class'U2Weapons.ammoInvEnergyRifle' PickupAmmoCount=60 AutoSwitchPriority=8 bRapidFire=true FireOffset=(X=50.000000,Y=40.000000,Z=-40.000000) AltProjectileClass=Class'U2Weapons.projectileEMP' ShakeMag=1.000000 bWarnTarget=true bAltWarnTarget=true bAltSplashDamage=true AIRating=0.450000 RefireRate=0.200000 AltRefireRate=1.000000 FireSound=Sound'U2WeaponsA.EnergyRifle.ER_Fire' AltFireSound=Sound'U2WeaponsA.EnergyRifle.ER_AltFire' CockingSound=Sound'U2WeaponsA.EnergyRifle.ER_Reload' SelectSound=Sound'U2WeaponsA.EnergyRifle.ER_Select' MessageNoAmmo=" has no energy." InstFlash=-0.150000 InstFog=(X=139.000000,Y=218.000000,Z=72.000000) InventoryGroup=2 GroupOffset=3 PickupClass=Class'U2Weapons.weaponEnergyRifle' PlayerViewOffset=(X=53.000000,Y=18.500000,Z=-14.500000) ThirdPersonMesh=LegendMesh'GlmWeaponsG.ER_TP' ItemName="Energy Rifle" ItemID="ER" IconIndex=7 Mesh=LegendMesh'GlmWeaponsG.ER_FP' SoundVolume=255 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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