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Difference between revisions of "UE3:UTAttachment BioRifle (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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<!-- enter variable description -->
 
<!-- enter variable description -->
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'''Default value:''' 0.4
  
 
====WeaponAltChargeAnim====
 
====WeaponAltChargeAnim====
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| {{tl|MuzzleFlashAltPSCTemplate||UTWeaponAttachment}}
 
| {{tl|MuzzleFlashAltPSCTemplate||UTWeaponAttachment}}
 
| {{cl|ParticleSystem}}'WP_BioRifle.Particles.P_WP_Bio_3P_MF'
 
| {{cl|ParticleSystem}}'WP_BioRifle.Particles.P_WP_Bio_3P_MF'
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|-
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| {{tl|MuzzleFlashDuration||UTWeaponAttachment}}
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| 0.33
 
|-
 
|-
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}
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<!-- enter function description -->
 
<!-- enter function description -->
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====SplitScreenEffects====
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{{code|simulated function '''SplitScreenEffects''' ({{tl|Vector|Object|structs}}&nbsp;'''HitLocation''')}}
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'''Overrides:''' {{tl|SplitScreenEffects|UTWeaponAttachment}}
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Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
  
 
====StartCharging====
 
====StartCharging====

Latest revision as of 04:05, 16 August 2009

UT3 Object >> Actor >> UTWeaponAttachment >> UTAttachment_BioRifle
Package: 
UTGame

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

Properties[edit]

ChargeComponent[edit]

Type: ParticleSystemComponent

The particle system while the bio is charging

Default value: ParticleSystemComponent'BioChargeEffect'

CurrentIdleAnim[edit]

Type: name


FireAnimDuration[edit]

Type: float


Default value: 0.4

WeaponAltChargeAnim[edit]

Type: name


Default value: 'WeaponAltCharge'

WeaponAltChargeIdleAnim[edit]

Type: name


Default value: 'weaponaltidle'

WeaponAltFireAnim[edit]

Type: name


Default value: 'WeaponAltFire'

WeaponFireAnims[edit]

Type: name

Array size: 3


Default value, index 0: 'WeaponFire1'

Default value, index 1: 'WeaponFire2'

Default value, index 2: 'WeaponFire3'

WeaponIdleAnim[edit]

Type: name


Default value: 'WeaponIdle'

Default values[edit]

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'

Subobjects[edit]

BioChargeEffect[edit]

Class: Engine.ParticleSystemComponent

Property Value
bAutoActivate False
SecondsBeforeInactive 1.0
Template ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_Alt_MF'

SkeletalMeshComponent0[edit]

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'

Functions[edit]

Events[edit]

StopThirdPersonFireEffects[edit]

simulated event StopThirdPersonFireEffects ()

Overrides: UTWeaponAttachment.StopThirdPersonFireEffects


ThirdPersonFireEffects[edit]

simulated event 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.

Other instance functions[edit]

AttachTo[edit]

simulated function AttachTo (UTPawn OwnerPawn)

Overrides: UTWeaponAttachment.AttachTo

Called on a client, this function Attaches the WeaponAttachment to the Mesh.

FireModeUpdated[edit]

simulated function FireModeUpdated (byte FireModeNum, bool bViaReplication)

Overrides: UTWeaponAttachment.FireModeUpdated


Play3pAnimation[edit]

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


RestartIdle[edit]

simulated function RestartIdle ()


SplitScreenEffects[edit]

simulated function SplitScreenEffects (Object.Vector HitLocation)

Overrides: UTWeaponAttachment.SplitScreenEffects

Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

StartCharging[edit]

simulated function StartCharging ()