| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.WeaponFire
|
+-- XWeapons.ProjectileFire
|
+-- Betrayal.BetrayalMercuryFire
BetrayalMercuryAltFire
| Variables Summary | |
|---|---|
| vector | KickMomentum |
| Inherited Variables from XWeapons.ProjectileFire |
|---|
| ProjPerFire, ProjSpawnOffset |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.WeaponFire |
|---|
| ESpreadStyle |
| Functions Summary | ||
|---|---|---|
![]() | InitEffects ())) | |
![]() | PlayFireEnd () | |
![]() | PlayFiring ())) | |
![]() | Projectile | SpawnProjectile (vector Start, rotator Dir)) |
![]() | StartBerserk ())) | |
![]() | StartSuperBerserk ())) | |
![]() | StopBerserk ())) | |
| Inherited Functions from XWeapons.ProjectileFire |
|---|
| DoFireEffect, GetFireStart, SpawnProjectile |
| Variables Detail |
|---|
| Functions Detail |
|---|
InitEffects Source codeSpawn and attach the flash emitter.
PlayFireEnd Source code@ignore
PlayFiring Source codePlay the firing animation.
SpawnProjectile Source codeSpawns a mercury missile and disables its splash damage if neccessary.
StartBerserk Source codeSet up for Berserk adrenaline combo. Increases firerate and raw damage by about 15.5% each, resulting in about 33% more damage output per time.
StartSuperBerserk Source codeSet up for Super Berserk mutator. Splits the berserk strength across firerate and raw damage output.
StopBerserk Source codeRevert Berserk combo effects.
| Defaultproperties |
|---|
defaultproperties
{
FireAnim = Fire
FireAnimRate = 1.0
FireRate = 0.9
TweenTime = 0.0
FireSound = Sound'MercIgnite'
FireForce = "RocketLauncherFire"
TransientSoundVolume = 0.3
ProjectileClass = class'BetrayalMercuryMissile'
ProjSpawnOffset = (X=25,Y=6,Z=-6)
FlashEmitterClass = class'XEffects.RocketMuzFlash1st'
KickMomentum = (X=-50.0,Z=5.0)
bSplashDamage = false
bRecommendSplashDamage = false
bSplashJump = true
BotRefireRate = 0.5
WarnTargetPct = 0.9
ShakeOffsetMag = (X=-20.0,Y=0.00,Z=0.00)
ShakeOffsetRate = (X=-1000.0,Y=0.0,Z=0.0)
ShakeOffsetTime = 2
ShakeRotMag = (X=0.0,Y=0.0,Z=0.0)
ShakeRotRate = (X=0.0,Y=0.0,Z=0.0)
ShakeRotTime = 2
}
|
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