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
| Object >> Actor >> InventoryAttachment >> WeaponAttachment |
Contents |
- Package:
- Engine
- Direct subclass:
- XWeaponAttachment
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003
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[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
[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 ()
