Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:UTAttachment BioRifle (UT3)"
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{{autogenerated}} | {{autogenerated}} | ||
− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
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<!-- enter function description --> | <!-- enter function description --> | ||
+ | |||
+ | ====SplitScreenEffects==== | ||
+ | {{code|simulated function '''SplitScreenEffects''' ({{tl|Vector|Object|structs}} '''HitLocation''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|SplitScreenEffects|UTWeaponAttachment}} | ||
+ | |||
+ | Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen | ||
====StartCharging==== | ====StartCharging==== |
Latest revision as of 03:05, 16 August 2009
Object >> Actor >> UTWeaponAttachment >> UTAttachment_BioRifle |
Contents
- Package:
- UTGame
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 1998-2008 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]
Overrides: UTWeaponAttachment.StopThirdPersonFireEffects
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.
Other instance functions[edit]
AttachTo[edit]
Overrides: UTWeaponAttachment.AttachTo
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
FireModeUpdated[edit]
Overrides: UTWeaponAttachment.FireModeUpdated
Play3pAnimation[edit]
RestartIdle[edit]
SplitScreenEffects[edit]
Overrides: UTWeaponAttachment.SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen