* ( @ l ghݨďA 7 ( None typeClass quantity Tick coolDown Core cmodv5 Gameplay System cmodShieldPack Engine Spinup BeginState Spindown QuantityGrenades playEquippableAnim Team speedRelativeCooldown isInWater updateHeatGlow AllowedGrenades AllowedWeapons ammoSkinChange FirePressed setControllableSkins buildControllableSkins heatUp ShieldPack applyPassiveEffect Idle Pod CModArmorClass VehicleClasses canArmorOccupy MatCoords Health TriggerEffectEvent VL UL V U RapidCooldown speedCooldownFactor heatMaterialIndex deactivatingDuration hitStayTime activeFractionDamageBlocked passiveFractionDamageBlocked muzzleSockets velocityInheritOnExitScale fireState coolDownThreshold releaseFireState Lighting Karma Force Collision LightColor Movement strafeThrustForce heatPeriod PostTakeDamage strafeForce forwardThrustForce forwardForce ReplaceActor Empty upThrustForce reverseThrustForce diveThrustForce engineDustTraceLength engineDustGroundOffset Muzzle1 gunnerWeaponClass spinPeriod startHeldByCharacter EquipmentClasses WeaponGrappler ReplaceWith bCanBeDamaged PackShield TopSpeed rechargeTimeSeconds AirSpeed maxSpread createThirdPersonMesh MutateSpawnCombatRoleClass driverWeaponClass Start GetProjectileSpreadScale simulatedAttach AwaitingPickup Muzzle2 unEquip Equipping rampUpTimeSeconds durationSeconds GetOverlayMaterialForOwner minSpread hudRefireIconCoords hudRefireIcon Unequipping setOutOfAmmo classypod weapons Spindown_Idle Start_Empty startActiveEffect bGenerateMissSpeechEvents handleFire PlayEffect classyPodWeapon aimClass hasAmmo firstPersonOffset projectileClass animPrefix projectileVelocity Held projectileInheritedVelFactor animClass Dropped firstPersonMesh roundsPerSecond ammoCount ammoUsage makeProjectile cmod cmodArmorHeavy cmodArmorLight classyBuggy finishActiveEffect inventoryIcon cmodArmorMedium classyGrapplerProjectile setHasAmmoSkins handleReleaseFire hudIconCoords PostBeginPlay PreBeginPlay aimAdjustViewRotation removePassiveEffect Vector EndState hudIcon RoleData Pack Character Weapon Vehicle Chaingun InvButtonChaingun GUITribes Owner Skins SelfIllumination Index Other Delta DeltaSeconds EventInstigator TouchLocation Damage HitLocation Momentum projectileFactor ColorScale VehicleClass energy Projectile Position ShallowCopyMaterial GetMaterial SetDrawType bWaterVolume HUD PhysicsVolume DamageType ConstantColor Mutator Shader bCollideWorld Pawn SkeletalMesh Material Actor ScriptText ProcessedText equipped TeamInfo Armor CombatRole CharacterEquippableAnimator EquippableAnimator Equippable AimProjectileWeapons Equipment ChaingunProjectile GrapplerProjectile VehicleSpawnPoint VehicleEffectObserver i A B C passiveIdleMaterial activeIdleMaterial passiveHitMaterial activeHitMaterial Pitch Yaw passiveEffectName G R Velocity ReturnValue DynamicLoadObject Texture Role armorClass Class Package TextBuffer Object speedPackScale Enum Function fireLoc fireRot bIsFirstPerson shieldFractionDamageBlocked shieldActive bControllableSkinSet spreadInRotUnits characterOwner holder bHeld bDropped spinTime overheated heatTime heatShader heatColorMaterial heatColor actualSpread heldBy localHeldBy VehiclePositionType currentMuzzleIndex engineDustEffectIndex engineDustEffectLocation muzzleFlashObserver currentIdle currentHit currentHitTime lastHealth combatRoleData Tabs State WeaponSniperRifle WeaponRocketPod WeaponMortar WeaponHandGrenade WeaponGrenadeLauncher WeaponChaingun WeaponBurner WeaponBuckler WeaponBlaster WeaponSpinfusor Color ArmorHeavy Rotator Struct VehicleBuggy VehiclePod Name StrProperty StructProperty ArrayProperty ClassProperty NameProperty ObjectProperty FloatProperty BoolProperty IntProperty ByteProperty CModArmorClassName VSP lightActiveShield lightPassiveShield mediumActiveShield mediumPassiveShield heavyActiveShield heavyPassiveShield vieenregistree differencevie % T FThe amount of time it takes for the chaingun to spin up or spin down ? :The amount of time it takes for the chaingun to overheat U O s # = VOverlay material, if any, to be used when shield is active but has not been impacted @ > ;Overlay material to be used when shield has been impacted 3 :The angular deviation from ideal line of fire in degrees $ ;Multiplier for the speed when calculating cooldown/heatup =The maximum angle the spread will increase to during heatup v q`B r BY 2 7 ڤ ꘉ |\ |\ |\ 8^j:{{ positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,occupantAnimation=Buggy_Stand,occupantConnection=character,enterAnimation=HatchClosing,occupiedAnimation=HatchClosed,unoccupiedAnimation=HatchOpen,exitAnimation=HatchOpening,ManifestXPosition=50,ManifestYPosition=20) positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false,ManifestXPosition=30,ManifestYPosition=20) positions(2)=(type=VP_INVENTORY_STATION_ONE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=53,bNotLabelledInManifest=true) positions(3)=(type=VP_INVENTORY_STATION_TWO,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=67,bNotLabelledInManifest=true) positions(4)=(type=VP_INVENTORY_STATION_THREE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=53,bNotLabelledInManifest=true) positions(5)=(type=VP_INVENTORY_STATION_FOUR,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=67,bNotLabelledInManifest=true) gunnerWeaponClass=None CModArmorClass=class'EquipmentClasses.ArmorHeavy' !..\cmodv5\Classes\classyBuggy.uc I tmF u 8 3v a] XJ{ bCanBeDamaged = True //bWorldGeometry = true Health = 25 ...\cmodv5\Classes\classyGrapplerProjectile.uc #$ AO _ ALength of time that the hit material is displayed for on damage hPg D BY 2 ; SK ќ |\ |\ |\
PI{ Health=100 velocityInheritOnExitScale=0.500000 TPCameraDistance=800 AirSpeed=9500.000000 strafeThrustForce = 100 strafeForce = 750 forwardThrustForce = 9000 forwardForce = 7500 upThrustForce = 4000 reverseForce = 150 reverseThrustForce = 100 diveThrustForce = 2000 bDrawDriverInTP = true HavokDataClass=class'PodHavokData' rootBone="Pod" positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=true,occupantAnimation=Pod_Stand,occupantConnection=character) driverWeaponClass=Class'classyPodWeapon' muzzleSockets(0)=muzzle1 muzzleSockets(1)=muzzle2 motorClass = class'PodMotor' idleAnimation = idle leftAnimation = strafeLeft rightAnimation = strafeRight forwardAnimation = throttleForward backAnimation = throttleBack upAnimation = thrust downAnimation = dive blendTime = 0.2 engineDustTraceLength = 750 engineDustGroundOffset = 100 angularBankScale = 0.3 linearBankScale = 0.05 waterDamagePerSecond = 0 TopSpeed=100000.000000 navigationTurnRate = 10000 throttleScale = 0.002 thrustThresholdPitch = 12000 driveYawCoefficient = 25 drivePitchCoefficient = 25 navigationMaximumPitch = 12000 cornerSlowDownSpeedCoefficient = 10 localizedName = "fighter" CModArmorClass=class'EquipmentClasses.ArmorHeavy' ..\cmodv5\Classes\classypod.uc 0YH\F$ ;DG$ B;$ B>$ ;D?$ F@$ `EC$ zED$ BE$ DQ$ PGWI1$ ?S$ pF#$ B ( VOverlay material, if any, to be used when shield is active but has not been impacted : ;Overlay material to be used when shield has been impacted 1 HThe fraction of the heatPeriod at which the gun can start firing again A B C D F 5 gKo u 6 I F6y aЊ aЊ aЉ Kԛ Kԛ Kԛ ^B ^B `m `m `m `m p@ p@ `m `m `m `m h K:dp^MdT { heatMaterialIndex = 1 minSpread = 1 maxSpread = 1 spinPeriod = 0.5 heatPeriod = 3.0 coolDownThreshold = 1.7 speedCooldownFactor = 0.0008 firstPersonMesh = Mesh'Weapons.Chaingun' firstPersonOffset = (X=-23,Y=26,Z=-24) roundsPerSecond = 15 ammoCount = 150 ammoUsage = 0 projectileClass = class'ChaingunProjectile' projectileVelocity =7500 projectileInheritedVelFactor = 1.0 aimClass = class'AimProjectileWeapons' animClass = class'CharacterEquippableAnimator' animPrefix = "Chaingun" fireState = Spinup releaseFireState = Spindown inventoryIcon = texture'GUITribes.InvButtonChaingun' hudIcon = texture'HUD.Tabs' hudIconCoords = (U=205,V=472,UL=80,VL=40) hudRefireIcon = texture'HUD.Tabs' hudRefireIconCoords = (U=205,V=421,UL=80,VL=40) bGenerateMissSpeechEvents = false %..\cmodv5\Classes\classyPodWeapon.uc b$ ?T$ ?J$ ?<$ @@3$?*$Q:+" |" }" {$ pAsu$ `Ew$ ?plS zr:N A t] Chaingun 24 xDPIZ"($ MC'$ C&$ B%$ B dcZ"($ MC'$ C&$ B%$ B . c , . . R Je g Z * '= B * ' *9?%a ' @ A B C D m ] a Q $ 9?% 9D9?, 9? $ % 9? 9? 9? 9w*9 % : 9D " O . " " d P[ ? g ; 9 X Ny S \ Q S^ ] ! Y ! ! @ 5 h T _ f ) 3 y = ( ) -' ) - & E & & O Wv I c 6 q 1 . $!)R 6o ?-%( , W , , Y Z V 2M ; ~ 2 -( p / / / U AB \ 0k A B => 0 $9D 0 9 4! u B r *p9W 's armor class is none 'q r 9 9: 49:$ (s ' E N! R c B r *p9W 's armor class is none '_ r <(a ' j I 8 a! G q! { H t 1 . $!)Y H-% ^ B 5 l V 0 v * 6% cmodv5.cmodArmorLight 6& cmodv5.cmodArmorMedium 6, cmodv5.cmodArmorHeavy i K $ " b n U-'-(o$ $ -(a((( } I 8 a! G q! [ ~ Z j G~ X #3+ + #9? 9?h 6 9D @9?&6 9D @9?&a<