I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "UE3:UTAttachment Avril (UT3)"
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Latest revision as of 07:40, 23 May 2008
Object >> Actor >> UTWeaponAttachment >> UTAttachment_Avril |
- Package:
- UTGameContent
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
LaserEffect[edit]
Type: ParticleSystemComponent
component for the laser effect
Default value: ParticleSystemComponent'LaserComp'
Default values[edit]
Property | Value |
---|---|
MuzzleFlashLightClass | Class'UTGame.UTRocketMuzzleFlashLight' |
WeapAnimType | EWAT_Stinger |
WeaponClass | Class'UTGameContent.UTWeap_Avril_Content' |
Subobjects[edit]
LaserComp[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
bUpdateComponentInTick | True |
Template | ParticleSystem'WP_AVRiL.Particles.P_WP_AVRiL_TargetBeam' |
TickGroup | TG_PostAsyncWork |
SkeletalMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Animations | UTAnimNodeSequence'UTGameContent.Default__UTAttachment_Avril:SkeletalMeshComponent0.MeshSequenceA' | ||||||||
AnimSets[0] | AnimSet'WP_AVRiL.Anims.K_WP_Avril_3P_Base' | ||||||||
CullDistance | 5000.0 | ||||||||
Rotation |
|
||||||||
Scale | 1.1 | ||||||||
SkeletalMesh | SkeletalMesh'WP_AVRiL.Mesh.SK_WP_Avril_3P_Mid' | ||||||||
Translation |
|
Functions[edit]
Events[edit]
StopThirdPersonFireEffects[edit]
Overrides: UTWeaponAttachment.StopThirdPersonFireEffects
Other instance functions[edit]
AttachTo[edit]
Overrides: UTWeaponAttachment.AttachTo
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
ThirdPersonFireEffects[edit]
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.