Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.WeaponFire | +-- XWeapons.ProjectileFire | +-- Betrayal.BetrayalMercuryFire
BetrayalMercuryAltFire
Variables Summary | |
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vector | KickMomentum |
Inherited Variables from XWeapons.ProjectileFire |
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ProjPerFire, ProjSpawnOffset |
Enumerations Summary |
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Inherited Enumerations from Engine.WeaponFire |
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ESpreadStyle |
Functions Summary | ||
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InitEffects ())) | ||
PlayFireEnd () | ||
PlayFiring ())) | ||
Projectile | SpawnProjectile (vector Start, rotator Dir)) | |
StartBerserk ())) | ||
StartSuperBerserk ())) | ||
StopBerserk ())) |
Inherited Functions from XWeapons.ProjectileFire |
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DoFireEffect, GetFireStart, SpawnProjectile |
Variables Detail |
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Functions Detail |
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Spawn and attach the flash emitter.
@ignore
Play the firing animation.
Spawns a mercury missile and disables its splash damage if neccessary.
Set up for Berserk adrenaline combo. Increases firerate and raw damage by about 15.5% each, resulting in about 33% more damage output per time.
Set up for Super Berserk mutator. Splits the berserk strength across firerate and raw damage output.
Revert Berserk combo effects.
Defaultproperties |
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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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