My program doesn't have bugs. It just develops random features.
UE3:UTWeap_InstagibRifle (UT3)
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bBetrayalMode[edit]
Type: bool
TeamMuzzleFlashes[edit]
Type: array<ParticleSystem>
Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'
Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'
TeamSkins[edit]
Type: array<MaterialInterface>
Default value, index 0: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'
Default value, index 1: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'
Default values[edit]
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Animations | AnimNodeSequence'UTGame.Default__UTWeap_InstagibRifle:MeshSequenceA' | ||||||||
AnimSets[0] | AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base' | ||||||||
FOV | 60.0 | ||||||||
Rotation |
|
||||||||
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Instance functions[edit]
AttachWeaponTo[edit]
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
BestMode[edit]
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
ProcessInstantHit[edit]
Overrides: UTWeapon.ProcessInstantHit
(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server
Parameters:
- HitActor - Actor hit by trace
- AimDir - Aim direction of shot
- HitLocation - world location vector where HitActor was hit by trace
- HitNormal - hit normal vector
- HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..
RangedAttackTime[edit]
Overrides: Weapon.RangedAttackTime
SetSkin[edit]
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it