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 |
//----------------------------------------------------------- // //----------------------------------------------------------- class ONSBombDropper extends ONSWeapon; #exec OBJ LOAD FILE=..\Animations\ONSWeapons-A.ukx //state ProjectileFireMode //{ // function SpawnProjectile(class<Projectile> ProjClass) // { // local Projectile P; // // P = spawn(ProjClass, self, , WeaponFireLocation, WeaponFireRotation); // // if (P != None) // { // P.Velocity = Instigator.Velocity + (vect(0,0,-1000) << Owner.Rotation); // // // Play firing noise // PlaySound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,,,, false); // } // } //} defaultproperties { YawStartConstraint=65535.000000 YawEndConstraint=-65535.000000 PitchUpLimit=65535 PitchDownLimit=-65535 WeaponFireAttachmentBone="PlasmaGunBarrel" bAimable=Falsch bInheritVelocity=Wahr FireInterval=0.400000 FireSoundClass=SoundGroup'WeaponSounds.RocketLauncher.RocketLauncherFire' ProjectileClass=Class'OnslaughtFull.ONSBomberRocketProjectile' Mesh=SkeletalMesh'ONSWeapons-A.PlasmaGun' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |