Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:WeaponAttachment (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site

Revision as of 16:11, 17 May 2008 by Wormbo (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT2004 Object >> Actor >> InventoryAttachment >> WeaponAttachment

Contents

Package: 
Engine
Direct subclass:
XWeaponAttachment
This class in other games:
U2, U2XMP, UE2Runtime, UT2003

null

[edit] Properties

[edit] bAutoFire

Type: bool

When set to true.. begin auto fire sequence (used to play looping anims)

[edit] BeaconColor

Type: Object.Color

if bMatchWeapons, what color team beacon should be

Default value:

Member Value
A 255
G 255

[edit] bMatchWeapons

Type: bool

for team beacons (link gun potential links)

[edit] FiringMode

Type: byte

replicated to identify what type of firing/reload animations to play

[edit] FiringSpeed

Type: float

used by human animations to determine the appropriate speed to play firing animations

Default value: 1.0

[edit] FlashCount

Type: byte

when incremented, draw muzzle flash for current frame

[edit] mHitLocation

Type: Object.Vector

used for spawning hit effects client side

[edit] SpawnHitCount

Type: byte

when incremented, spawn hit effect at mHitLocation

[edit] SplashEffect

Type: class<Actor>


[edit] Default values

Property Value
bActorShadows True
bReplicateInstigator True
CullDistance 4000.0
NetUpdateFrequency 8.0

[edit] Functions

[edit] Events

[edit] ThirdPersonEffects

simulated event ThirdPersonEffects ()


[edit] Other instance functions

[edit] CheckForSplash

simulated function CheckForSplash ()


[edit] UpdateHit

function UpdateHit (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)