Weapons
166
- Our homing properties section is the bread and butter of our class. This is where
you'll alter the default values for anything to do with locking onto pawns.
// Homing properties
/* angle for locking for lock
targets when on Console /
ConsoleLockAim=0.992
/** How far out should we be before considering actors for
a lock? */
LockRange=9000
// Angle for locking, for lockTarget
LockAim=0.997
// How often we check for lock
LockChecktime=0.1
// How long does player need to hover over actor to lock?
LockAcquireTime=.3
// How close does the trace need to be to the actual target
LockTolerance=0.8
SeekingRocketClass=class'UTProj_SeekingRocket'
- Animations are an essential part of realism, so we want the camera to shake
when firing a weapon, in addition to an animation for the weapon itself.
// camera anim to play when firing (for camera shakes)
FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.
C_WP_ShockRifle_Alt_Fire_Shake'
// Animation to play when the weapon is fired
WeaponFireAnim(1)=WeaponAltFire
- While we're on the topic of visuals, we may as well add the flashes at the muzzle,
as well as the crosshairs for the weapon.
// Muzzle flashes
MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.
P_ShockRifle_MF_Alt
MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.
P_ShockRifle_MF_Alt
MuzzleFlashColor=(R=200,G=120,B=255,A=255)