Extends:
Modifiers:
Source code
SFWeapon.SFElectroBurst%%
%function_comment% | Float | AnimTime | ||
%function_comment% | bool | bExploded | ||
%function_comment% | bool | bExplosionEffect | ||
%function_comment% | bool | bHitPawn | ||
%function_comment% | Sound | EffectSound1 | ||
%function_comment% | texture | ExpType | ||
%function_comment% | int | NumFrames | ||
%function_comment% | texture | SpriteAnim[20] |
| auto | BlowUp (vector HitLocation) | ||
| auto | Explode (vector HitLocation, vector HitNormal) | ||
| auto | PostBeginPlay () | ||
| auto | ProcessTouch (Actor Other, vector HitLocation) | ||
| auto | TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) | ||
| auto | Timer () |
{
ExpType=Texture'k_GorillaTex.FX.eburst_a00'
EffectSound1=Sound'Botpack.PulseGun.PulseExp'
NumFrames=11
speed=1450.000000
Damage=10.000000
MomentumTransfer=10000
MyDamageType=Electro
ExploWallOut=10.000000
ExplosionDecal=Class'Botpack.BoltScorch'
RemoteRole=ROLE_SimulatedProxy
LifeSpan=0.500000
DrawType=DT_Sprite
Style=STY_Translucent
Texture=Texture'k_GorillaTex.FX.eburst_a00'
DrawScale=0.290000
AmbientGlow=187
bUnlit=True
SoundRadius=10
SoundVolume=218
LightType=LT_Steady
LightEffect=LE_NonIncidence
LightBrightness=255
LightHue=165
LightSaturation=72
LightRadius=3
bFixedRotationDir=True
}