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UE3:UTAttachment_ImpactHammer (UT3)

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UT3 Object >> Actor >> UTWeaponAttachment >> UTAttachment_ImpactHammer

Contents

Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] BloodMIC

Type: MaterialInstanceConstant


[edit] ChargedAnim

Type: name


Default value: 'weaponchargedidle'

[edit] IdleAnim

Type: name


Default value: 'WeaponIdle'

[edit] Default values

Property Value
ImpactEffects[0]
Member Value
DecalDissolveParamName 'DissolveAmount'
DecalHeight 16.0
DecalWidth 16.0
DurationOfDecal 4.0
MaterialType 'Metal'
Sound SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue'
ImpactEffects[1]
Member Value
DecalDissolveParamName 'DissolveAmount'
DecalHeight 16.0
DecalWidth 16.0
DurationOfDecal 4.0
MaterialType 'Stone'
Sound SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue'
ImpactEffects[2]
Member Value
DecalDissolveParamName 'DissolveAmount'
DecalHeight 16.0
DecalWidth 16.0
DurationOfDecal 4.0
MaterialType 'Wood'
Sound SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue'
ImpactEffects[3]
Member Value
DecalDissolveParamName 'DissolveAmount'
DecalHeight 16.0
DecalWidth 16.0
DurationOfDecal 4.0
MaterialType 'Metal'
Sound SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue'
MuzzleFlashAltPSCTemplate ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit'
MuzzleFlashDuration 0.33
MuzzleFlashPSCTemplate ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit'
MuzzleFlashSocket 'MuzzleFlashSocket'
WeaponClass Class'UTGame.UTWeap_ImpactHammer'

[edit] Subobjects

[edit] SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeaponAttachment.SkeletalMeshComponent0

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTAttachment_ImpactHammer:SkeletalMeshComponent0.MeshSequenceA'
AnimSets[0] AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_3P'
bForceRefpose 0
Scale 0.8
SkeletalMesh SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_3P_Mid'

[edit] Instance functions

[edit] AddBlood

simulated function AddBlood ()


[edit] FireModeUpdated

simulated function FireModeUpdated (byte FireModeNum, bool bViaReplication)

Overrides: UTWeaponAttachment.FireModeUpdated


[edit] FirstPersonFireEffects

simulated function FirstPersonFireEffects (Weapon PawnWeapon, Object.Vector HitLocation)

Overrides: UTWeaponAttachment.FirstPersonFireEffects

The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.

[edit] Play3pAnimation

simulated function Play3pAnimation (name Sequence, float fDesiredDuration, optional bool bLoop)


[edit] SetImpactedActor

simulated function SetImpactedActor (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTWeaponAttachment.SetImpactedActor


[edit] SetSkin

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeaponAttachment.SetSkin


[edit] SplitScreenEffects

simulated function SplitScreenEffects (Object.Vector HitLocation)

Overrides: UTWeaponAttachment.SplitScreenEffects

Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

[edit] StartCharging

simulated function StartCharging ()


[edit] ThirdPersonFireEffects

simulated function ThirdPersonFireEffects (Object.Vector HitLocation)

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.