UT2003, Build 2225
The Pickup class for any weapon defines how the weapon looks when it's sitting on the ground (or in a xWeaponBase in the case of UT2003).
//============================================================================= // Minigun. //============================================================================= class MinigunPickup extends UTWeaponPickup; //The pickup class and its parent static function StaticPrecache(LevelInfo L) //This are the stuff used by the gun. Used only after first time game is run { L.AddPrecacheMaterial(Texture'XEffects.TracerT'); //The tracers you see when firing L.AddPrecacheMaterial(Texture'XEffects.ShellCasingTex'); //The casing texture L.AddPrecacheMaterial(Texture'XGameShaders.MinigunFlash'); //The flash of the muzzle L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.MinigunPickup'); //The actual pick-up model } simulated function UpdatePrecacheMaterials() //This adds the stuff used by the minigun to the precache. Only used first time you play unreal or if a server has changed these materials { Level.AddPrecacheMaterial(Texture'XEffects.TracerT'); Level.AddPrecacheMaterial(Texture'XEffects.ShellCasingTex'); Level.AddPrecacheMaterial(Texture'XGameShaders.MinigunFlash'); } defaultproperties //The default settings for a few variables { MaxDesireability=0.730000 //How much the bots love this weapon. InventoryType=Class'XWeapons.Minigun' //The type of slot it takes. PickupMessage="You got the Minigun." //The message when you get it. PickupSound=Sound'PickupSounds.MinigunPickup' //The sound you hear when you pick it up. PickupForce="MinigunPickup" DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.MinigunPickup' DrawScale=0.600000 }
Well, that's it for the minigun. As always corrections are always wanted.
Comments
Dragonmaw: I have added a site for cataloguing all break-downs of the code. Here is the link: Code References
Page Information
2022-11-18T16:00:38.519320Z
2003-10-05T20:06:11Z
Dragonmaw
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https://wiki.beyondunreal.com/Legacy:MinigunPickup
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