Cogito, ergo sum

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

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Auto-generated page)
 
(Talk)
Line 25: Line 25:
  
 
<!-- enter variable description -->
 
<!-- enter variable description -->
 +
 +
'''Default value:''' 0.4
  
 
====WeaponAltChargeAnim====
 
====WeaponAltChargeAnim====
Line 74: Line 76:
 
| {{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'
 +
|-
 +
| {{tl|MuzzleFlashDuration||UTWeaponAttachment}}
 +
| 0.33
 
|-
 
|-
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}

Revision as of 07:40, 23 May 2008

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

ChargeComponent

Type: ParticleSystemComponent

The particle system while the bio is charging

Default value: ParticleSystemComponent'BioChargeEffect'

CurrentIdleAnim

Type: name


FireAnimDuration

Type: float


Default value: 0.4

WeaponAltChargeAnim

Type: name


Default value: 'WeaponAltCharge'

WeaponAltChargeIdleAnim

Type: name


Default value: 'weaponaltidle'

WeaponAltFireAnim

Type: name


Default value: 'WeaponAltFire'

WeaponFireAnims

Type: name

Array size: 3


Default value, index 0: 'WeaponFire1'

Default value, index 1: 'WeaponFire2'

Default value, index 2: 'WeaponFire3'

WeaponIdleAnim

Type: name


Default value: 'WeaponIdle'

Default values

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

BioChargeEffect

Class: Engine.ParticleSystemComponent

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

SkeletalMeshComponent0

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

Events

StopThirdPersonFireEffects

simulated event StopThirdPersonFireEffects ()

Overrides: UTWeaponAttachment.StopThirdPersonFireEffects


ThirdPersonFireEffects

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

AttachTo

simulated function AttachTo (UTPawn OwnerPawn)

Overrides: UTWeaponAttachment.AttachTo

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

FireModeUpdated

simulated function FireModeUpdated (byte FireModeNum, bool bViaReplication)

Overrides: UTWeaponAttachment.FireModeUpdated


Play3pAnimation

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


RestartIdle

simulated function RestartIdle ()


StartCharging

simulated function StartCharging ()