- Extends
- Weapon
- Modifiers
- config ( user ) HideDropDown
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- XWeapons.TransLauncher
Direct Known Subclasses:
ClassicTranslauncher
Inherited Variables from Engine.Weapon |
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset |
Inherited Variables from Engine.Inventory |
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
Inherited Functions from Engine.Weapon |
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount |
Inherited Functions from Engine.Inventory |
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange |
var bool bBeaconDeployed;
var bool bDrained;
var globalconfig bool bPrevWeaponSwitch;
var bool bTeamSet;
var float OldTime;
var float PreDrainAmmo;
var int RepAmmo;
var float TranslocScale;
var byte ViewBeaconVolume;
TransLauncher
function bool BotFire ( bool bFinished, optional name FiringMode) )
simulated function float ChargeBar ( ) )
function bool ConsumeAmmo ( int mode, float load, optional bool bAmountNeededIsMax) )
simulated function Destroyed ( ) )
simulated function DoAutoSwitch ( ) )
function DrainCharges ( ) )
function FireHack ( byte Mode) )
function float GetAIRating ( ) )
simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary) )
function GiveAmmo (
int m,
WeaponPickup WP,
bool bJustSpawned) )
simulated function bool HasAmmo ( ) )
simulated function bool PutDown ( ) )
function ReduceAmmo ( ) )
simulated function Reselect ( ) )
function
bool ShouldTranslocatorHop (
Bot B) )
simulated function bool StartFire ( int Mode) )
simulated function Tick ( float dt) )
simulated function Timer ( ) )
simulated function ViewCamera ( ) )
simulated function ViewPlayer ( ) )
defaultproperties
{
MaxCamDist=4000.000000
AmmoChargeF=6.000000
RepAmmo=6
AmmoChargeMax=6.000000
AmmoChargeRate=0.400000
bPrevWeaponSwitch=True
ViewBeaconVolume=40
TranslocScale=1.000000
FireModeClass(0)=Class'XWeapons.TransFire'
FireModeClass(1)=Class'XWeapons.TransRecall'
PutDownAnim="PutDown"
IdleAnimRate=0.250000
SelectSound=Sound'WeaponSounds.Misc.translocator_change'
SelectForce="Translocator_change"
AIRating=-1.000000
CurrentRating=-1.000000
bShowChargingBar=True
bCanThrow=False
bUseOldWeaponMesh=True
Description="The Translocator was originally designed by Liandri Corporation's R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia.||In order to prolong the careers of today's contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention.|It should be noted that while viewing the camera's surveillance output, the user is effectively blind to their immediate surroundings."
EffectOffset=(X=100.000000,Y=30.000000,Z=-19.000000)
DisplayFOV=60.000000
HudColor=(B=255,G=0,R=0)
SmallViewOffset=(X=38.000000,Y=16.000000,Z=-16.000000)
CenteredOffsetY=0.000000
CenteredRoll=0
CustomCrosshair=9
CustomCrossHairColor=(G=85,R=0)
CustomCrossHairScale=1.094043
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross3"
InventoryGroup=10
PickupClass=Class'XWeapons.Transpickup'
PlayerViewOffset=(X=28.500000,Y=12.000000,Z=-12.000000)
PlayerViewPivot=(Pitch=1000,Yaw=400)
BobDamping=1.800000
AttachmentClass=Class'XWeapons.TransAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X2=2,Y2=2)
ItemName="Translocator"
Mesh=SkeletalMesh'NewWeapons2004.NewTranslauncher_1st'
DrawScale=0.800000
Skins(0)=FinalBlend'EpicParticles.JumpPad.NewTransLaunBoltFB'
Skins(1)=Texture'WeaponSkins.Skins.NEWTranslocatorTEX'
Skins(2)=Texture'WeaponSkins.AmmoPickups.NEWTranslocatorPUCK'
Skins(3)=FinalBlend'WeaponSkins.AmmoPickups.NewTransGlassFB'
}
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Creation time: sk 18-3-2018 09:49:54.968 - Created with
UnCodeX