I'm a doctor, not a mechanic
UE3:UTAttachment_BioRifle (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> UTWeaponAttachment >> UTAttachment_BioRifle |
Contents |
- Package:
- UTGame
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] ChargeComponent
Type: ParticleSystemComponent
The particle system while the bio is charging
Default value: ParticleSystemComponent'BioChargeEffect'
[edit] CurrentIdleAnim
Type: name
[edit] FireAnimDuration
Type: float
Default value: 0.4
[edit] WeaponAltChargeAnim
Type: name
Default value: 'WeaponAltCharge'
[edit] WeaponAltChargeIdleAnim
Type: name
Default value: 'weaponaltidle'
[edit] WeaponAltFireAnim
Type: name
Default value: 'WeaponAltFire'
[edit] WeaponFireAnims
Type: name
Array size: 3
Default value, index 0: 'WeaponFire1'
Default value, index 1: 'WeaponFire2'
Default value, index 2: 'WeaponFire3'
[edit] WeaponIdleAnim
Type: name
Default value: 'WeaponIdle'
[edit] Default values
| Property | Value |
|---|---|
| MuzzleFlashAltPSCTemplate | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_MF' |
| MuzzleFlashDuration | 0.33 |
| MuzzleFlashLightClass | Class'UTGame.UTGreenMuzzleFlashLight' |
| MuzzleFlashPSCTemplate | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_MF' |
| MuzzleFlashSocket | 'MuzzleFlashSocket' |
[edit] Subobjects
[edit] BioChargeEffect
Class: Engine.ParticleSystemComponent
| Property | Value |
|---|---|
| bAutoActivate | False |
| SecondsBeforeInactive | 1.0 |
| Template | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_Alt_MF' |
[edit] SkeletalMeshComponent0
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
| Property | Value |
|---|---|
| Animations | UTAnimNodeSequence'UTGame.Default__UTAttachment_BioRifle:SkeletalMeshComponent0.MeshSequenceA' |
| AnimSets[0] | AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_3P' |
| bForceRefpose | 0 |
| SkeletalMesh | SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid' |
[edit] Functions
[edit] Events
[edit] StopThirdPersonFireEffects
Overrides: UTWeaponAttachment.StopThirdPersonFireEffects
[edit] ThirdPersonFireEffects
Overrides: UTWeaponAttachment.ThirdPersonFireEffects
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.
[edit] Other instance functions
[edit] AttachTo
Overrides: UTWeaponAttachment.AttachTo
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
[edit] FireModeUpdated
Overrides: UTWeaponAttachment.FireModeUpdated
[edit] Play3pAnimation
[edit] RestartIdle
[edit] SplitScreenEffects
Overrides: UTWeaponAttachment.SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
