| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.RocketLauncher
ClassicRocketLauncher
| Constants Summary | ||
|---|---|---|
| BARREL_ROTATION_RATE | = | 2.95 |
| NUM_BARRELS | = | 3 |
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| float | BarrelRotation |
| bool | bBreakLock |
| bool | bLockedOn |
| bool | bRotateBarrel |
| bool | bTightSpread |
| float | FinalRotation |
| float | LockTime |
| float | SeekCheckTime |
| Pawn | SeekTarget |
| float | UnLockTime |
| RocketLauncher | |
| Color | CrosshairColor |
| float | CrosshairX |
| float | CrosshairY |
| float | LockAim |
| float | LockRequiredTime |
| float | SeekCheckFreq |
| float | SeekRange |
| float | UnLockRequiredTime |
| Inherited Variables from Engine.Inventory |
|---|
| AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Weapon |
|---|
| EWeaponClientState |
| Functions Summary | ||
|---|---|---|
![]() | AnimEnd (int Channel)) | |
![]() | byte | BestMode ())) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | bool | CanLockOnTo (Actor Other)) |
![]() | ClientStartFire (int Mode)) | |
![]() | float | GetAIRating ())) |
![]() | PlayFiring (bool plunge)) | |
![]() | PlayIdle ())) | |
![]() | PlayLoad (bool full)) | |
![]() | Plunge ())) | |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | RotateBarrel ())) | |
![]() | ServerClearTightSpread ())) | |
![]() | ServerSetTightSpread ())) | |
![]() | SetTightSpread (bool bNew, optional bool bForce)) | |
![]() | Projectile | SpawnProjectile (Vector Start, Rotator Dir)) |
![]() | bool | StartFire (int Mode)) |
![]() | float | SuggestAttackStyle ())) |
![]() | Tick (float dt)) | |
![]() | Tick (float dt)) AnimateLoad | |
![]() | UpdateBarrel (float dt)) | |
| States Summary |
|---|
| AnimateLoad Source code |
|---|
|
simulated state AnimateLoad |
| Tick |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AnimEnd Source code
BestMode Source code
BringUp Source code
CanLockOnTo Source code
ClientStartFire Source code
GetAIRating Source code
PlayFiring Source code
PlayIdle Source code
PlayLoad Source code
Plunge Source code
RenderOverlays Source code
RotateBarrel Source code
ServerClearTightSpread Source code
ServerSetTightSpread Source code
SetTightSpread Source code
SpawnProjectile Source code
StartFire Source code
SuggestAttackStyle Source code
Tick Source code
Tick AnimateLoad Source code
UpdateBarrel Source code| Defaultproperties |
|---|
defaultproperties
{
HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
ItemName="Rocket Launcher"
Description="The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck.|The rotating rear loading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumb fire rockets on target.|The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation."
IconMaterial=Material'HudContent.Generic.HUD'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
FireModeClass(0)=RocketFire
FireModeClass(1)=RocketMultiFire
InventoryGroup=8
Mesh=mesh'Weapons.RocketLauncher_1st'
BobDamping=1.5
PickupClass=class'RocketLauncherPickup'
EffectOffset=(X=50.0,Y=1.0,Z=10.0)
PutDownAnim=PutDown
SelectAnim=Pickup
IdleAnimRate=0.5
DrawScale=1.0
PlayerViewOffset=(X=0,Y=8,Z=0)
SmallViewOffset=(X=12,Y=14,Z=-6)
PlayerViewPivot=(Pitch=0,Roll=1000,Yaw=500)
DisplayFOV=60
SelectSound=Sound'WeaponSounds.RocketLauncher.SwitchToRocketLauncher'
AttachmentClass=class'RocketAttachment'
SelectForce="SwitchToRocketLauncher"
AIRating=+0.78
CurrentRating=+0.78
SeekCheckFreq=0.5
SeekRange=8000
LockRequiredTime=1.25
UnLockRequiredTime=0.5
LockAim=0.996
CrosshairColor=(R=250,G=0,B=0,A=255)
CrosshairX=16
CrosshairY=16
HudColor=(r=255,g=0,b=0,a=255)
CustomCrosshair=8
CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Triad2"
CustomCrosshairColor=(r=255,g=0,b=0,a=255)
Priority=14
CenteredOffsetY=-5.0
CenteredYaw=-500
}
|
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