defaultproperties
{
WeaponColor=(R=255,G=0,B=0,A=255)
FireInterval(0)=+1.0
FireInterval(1)=+1.05
PlayerViewOffset=(X=0.0,Y=0.0,Z=0.0)
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_1P'
PhysicsAsset=None
AnimTreeTemplate=AnimTree'WP_RocketLauncher.Anims.AT_WP_RocketLauncher_1P_Base'
AnimSets(0)=AnimSet'WP_RocketLauncher.Anims.K_WP_RocketLauncher_1P_Base'
Translation=(X=0,Y=0,Z=0)
Rotation=(Yaw=0)
scale=1.0
FOV=60.0
bUpdateSkelWhenNotRendered=true
End Object
SkeletonFirstPersonMesh = FirstPersonMesh;
AttachmentClass=class'UTGameContent.UTAttachment_RocketLauncher'
Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_3P'
End Object
WeaponLoadedSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Load_Cue'
WeaponFireSnd[0]=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue'
WeaponFireSnd[1]=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue'
WeaponEquipSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Raise_Cue'
AltFireModeChangeSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltModeChange_Cue'
RocketLoadedSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_RocketLoaded_Cue'
GrenadeFireSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue'
AltFireSndQue(0)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue1_Cue'
AltFireSndQue(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue2_Cue'
AltFireSndQue(2)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue3_Cue'
LockAcquiredSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue'
LockLostSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLost_Cue'
WeaponProjectiles(0)=class'UTProj_Rocket'
WeaponProjectiles(1)=class'UTProj_Rocket'
LoadedRocketClass=class'UTProj_LoadedRocket'
GrenadeClass=class'UTProj_Grenade'
FireOffset=(X=20,Y=12,Z=-5)
MaxDesireability=0.78
AIRating=+0.78
CurrentRating=+0.78
bInstantHit=false
bSplashJump=true
bRecommendSplashDamage=true
bSniping=false
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=1
InventoryGroup=8
GroupWeight=0.5
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Rocket_Cue'
AmmoCount=9
LockerAmmoCount=18
MaxAmmoCount=30
SeekingRocketClass=class'UTProj_SeekingRocket'
AltFireQueueTimes(0)=0.40
AltFireQueueTimes(1)=0.96
AltFireQueueTimes(2)=0.96
AltFireLaunchTimes(0)= 0.51
AltFireLaunchTimes(1)= 0.51
AltFireLaunchTimes(2)= 0.51
AltFireEndTimes(0)=0.44
AltFireEndTimes(1)=0.44
AltFireEndTimes(2)=0.44
MaxLoadCount=3
SpreadDist=1000
FiringStatesArray(1)=WeaponLoadAmmo
WeaponFireTypes(0)=EWFT_Projectile
WeaponFireTypes(1)=EWFT_Projectile
WaitToFirePct=0.85
GracePeriod=0.96
MuzzleFlashSocket=MuzzleFlashSocketA
MuzzleFlashSocketList(0)=MuzzleFlashSocketA
MuzzleFlashSocketList(1)=MuzzleFlashSocketC
MuzzleFlashSocketList(2)=MuzzleFlashSocketB
MuzzleFlashPSCTemplate=WP_RocketLauncher.Effects.P_WP_RockerLauncher_Muzzle_Flash
MuzzleFlashDuration=0.33
MuzzleFlashLightClass=class'UTGame.UTRocketMuzzleFlashLight'
ConsoleLockAim=0.992
LockRange=8000
LockAim=0.997
LockChecktime=0.1
LockAcquireTime=1.1
LockTolerance=0.2
IconX=460
IconY=34
IconWidth=51
IconHeight=38
EquipTime=+0.6
GrenadeSpreadDist=300
JumpDamping=0.75
LockerRotation=(pitch=0,yaw=0,roll=-16384)
IconCoordinates=(U=131,V=379,UL=129,VL=50)
CrossHairCoordinates=(U=128,V=64,UL=64,VL=64)
WeaponPutDownSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Lower_Cue'
LoadedIconCoords[0]=(U=0,V=384,UL=63,VL=63)
LoadedIconCoords[1]=(U=63,V=384,UL=63,VL=63)
LoadedIconCoords[2]=(U=126,V=384,UL=63,VL=63)
LoadUpAnimList[0]=WeaponAltFireQueue1
LoadUpAnimList[1]=WeaponAltFireQueue2
LoadUpAnimList[2]=WeaponAltFireQueue3
WeaponAltFireLaunch[0]=WeaponAltFireLaunch1
WeaponAltFireLaunch[1]=WeaponAltFireLaunch2
WeaponAltFireLaunch[2]=WeaponAltFireLaunch3
WeaponAltFireLaunchEnd[0]=WeaponAltFireLaunch1End
WeaponAltFireLaunchEnd[1]=WeaponAltFireLaunch2End
WeaponAltFireLaunchEnd[2]=WeaponAltFireLaunch3End
Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
Samples(0)=(LeftAmplitude=90,RightAmplitude=50,LeftFunction=WF_LinearDecreasing,RightFunction=WF_LinearDecreasing,Duration=0.200)
End Object
WeaponFireWaveForm=ForceFeedbackWaveformShooting1
}
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