stinger_m/zscript/ubiorifle.zsc
Marisa Kirisame 912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00

67 lines
1.1 KiB
Text

Class UBioAmmo : Ammo
{
Default
{
Tag "$T_SLUDGE";
Inventory.Icon "I_Sludge";
Inventory.PickupMessage "";
Inventory.Amount 25;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 200;
Ammo.DropAmount 10;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SLUDGEL"),Amount,StringTable.Localize("$I_SLUDGER"));
}
States
{
Spawn:
BIOA ABCDEFGHIJKLMNOPQRSTUVWYZ 1;
BIA2 ABCD 1;
Loop;
}
}
Class UBioAmmo2 : UBioAmmo
{
Default
{
Tag "$T_SLUDGE2";
Inventory.Amount 10;
Ammo.DropAmount 5;
}
States
{
Spawn:
BIOA ABCDEFGHIJKL 2;
Loop;
}
}
Class UBioRifle : UnrealWeapon
{
Default
{
Tag "$T_BIORIFLE";
Inventory.PickupMessage "$I_BIORIFLE";
Weapon.UpSound "ges/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 8;
Weapon.AmmoType "UBioAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UBioAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
BIOP A -1;
Stop;
BIOP B -1;
Stop;
}
}