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Legacy:ShockBeamEffect

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UT2003 :: Actor >> xEmitter >> ShockBeamEffect (Package: xWeapons)

Properties[edit]

vector HitNormal 
HunterKiller: The HitNormal is an orthogonal vector to the hit location. Like, If you are facing a wall, and you shoot it, the hit location vector is a line from you to the wall. The normal of this line is the wall. (I thought I should explain this somewhere) :)

Methods[edit]

AimAt (Vector hl, Vector hn) 
  • Set HitNormal property;
  • Tell the clients to create the visual effects if not a Dedicated Server;
SpawnEffects ( ) [simulated] 

In resume, this function finds where the effects should came from (like, the tip of the weapon's barrel)

  • If we are in 1st person, the muzzle flash spawn point is got from the Weapon GetEffectStart function;
  • In 3rd person, it uses the WeaponAttachment GetTipLocation function
  • Spawn some effects in the hit location, aligned to the hit normal;

This are the effects spawned in the hit location

And this is the beam itself:

   Coil = Spawn(class'ShockBeamCoil',,, Location, Rotation);
   if (Coil != None)
    {
	    Coil.mSpawnVecA = mSpawnVecA;
    }

HunterKiller: Remembering: Location was set in the muzzle flash routines, and is the tip of the weapon. mSpawnVecA is the HitLocation. With this set, you will have a beam getting out from your weapons tip to the desired location.


Known Subclasses[edit]

Comments[edit]

HunterKiller: Following Wormbo advices. ;)

Wormbo: Some more adjustments... ;) We usually use "; functionname (parameters) : description" for function declarations. Use the ... tags if you need to put really complex stuff into the description part. Stuff like "What's a HitNormal" should be explained in a place like the vector introduction on the UnrealScript Lessons page. Maybe a page for explaining details that would be a good idea? (A discussion about this can be found at Guidelines On General Style.)