Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 |
class Redeemer extends Weapon config(user); function PrebeginPlay() { Super.PreBeginPlay(); } simulated function SuperMaxOutAmmo() {} simulated event ClientStopFire(int Mode) { if (Role < ROLE_Authority) { StopFire(Mode); } if ( Mode == 0 ) ServerStopFire(Mode); } simulated event WeaponTick(float dt) { if ( (Instigator.Controller == None) || HasAmmo() ) return; Instigator.Controller.SwitchToBestWeapon(); } // AI Interface function float SuggestAttackStyle() { return -1.0; } function float SuggestDefenseStyle() { return -1.0; } /* BestMode() choose between regular or alt-fire */ function byte BestMode() { return 0; } function float GetAIRating() { local Bot B; B = Bot(Instigator.Controller); if ( B == None ) return 0.4; if ( B.IsShootingObjective() ) return 1.0; if ( (B.Enemy == None) || B.Enemy.bCanFly || VSize(B.Enemy.Location - Instigator.Location) < 2400 ) return 0.4; return AIRating; } defaultproperties { FireModeClass(0)=Class'XWeapons.RedeemerFire' FireModeClass(1)=Class'XWeapons.RedeemerGuidedFire' SelectAnim="Pickup" PutDownAnim="PutDown" SelectAnimRate=0.667000 PutDownAnimRate=1.000000 PutDownTime=0.450000 BringUpTime=0.675000 SelectSound=Sound'WeaponSounds.Misc.redeemer_change' SelectForce="SwitchToFlakCannon" AIRating=1.500000 CurrentRating=1.500000 bNotInDemo=True bUseOldWeaponMesh=True Description="The first time you witness this miniature nuclear device in action, you'll agree it is the most powerful weapon in the Tournament.|Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view.||Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot." DemoReplacement=Class'XWeapons.RocketLauncher' DisplayFOV=60.000000 Priority=16 SmallViewOffset=(X=26.000000,Y=6.000000,Z=-34.000000) CustomCrosshair=3 CustomCrossHairColor=(B=128) CustomCrossHairScale=2.000000 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Circle2" InventoryGroup=0 GroupOffset=1 PickupClass=Class'XWeapons.RedeemerPickup' PlayerViewOffset=(X=14.000000,Z=-28.000000) PlayerViewPivot=(Pitch=1000,Yaw=-400) BobDamping=1.400000 AttachmentClass=Class'XWeapons.RedeemerAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="Redeemer" Mesh=SkeletalMesh'Weapons.Redeemer_1st' DrawScale=1.200000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |