stinger_m/zscript/quadshot.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

63 lines
1 KiB
Text

Class UShells : Ammo
{
Default
{
Tag "$T_SHELLS";
Inventory.Icon "I_ShotSh";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 60;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 120;
Ammo.DropAmount 6;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR"));
}
States
{
Spawn:
QAMO A -1;
Stop;
}
}
Class UShells2 : UShells
{
Default
{
Tag "$T_SHELLS2";
Inventory.Amount 4;
Ammo.DropAmount 4;
+INVENTORY.IGNORESKILL;
}
}
Class QuadShot : UnrealWeapon
{
Default
{
Tag "$T_QUADSHOT";
Inventory.PickupMessage "$I_QUADSHOT";
Weapon.UpSound "quadshot/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 2;
Weapon.AmmoType "UShells";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UShells";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.Kickback 320;
UTWeapon.DropAmmo 10;
}
States
{
Spawn:
QUAP A -1;
Stop;
QUAP B -1;
Stop;
}
}