The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Difference between revisions of "UE3:UTAttachment InstagibRifle (UT3)"
(Auto-generated page) |
(Talk) |
||
Line 33: | Line 33: | ||
! Value | ! Value | ||
|- | |- | ||
− | | | + | | DecalDissolveParamName |
− | | | + | | 'DissolveAmount' |
|- | |- | ||
| DurationOfDecal | | DurationOfDecal | ||
Line 51: | Line 51: | ||
! Value | ! Value | ||
|- | |- | ||
− | | | + | | DecalDissolveParamName |
− | | | + | | 'DissolveAmount' |
|- | |- | ||
| DurationOfDecal | | DurationOfDecal | ||
Line 108: | Line 108: | ||
| 255 | | 255 | ||
|} | |} | ||
+ | |- | ||
+ | | {{tl|MuzzleFlashDuration||UTWeaponAttachment}} | ||
+ | | 0.33 | ||
|- | |- | ||
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}} | | {{tl|MuzzleFlashLightClass||UTWeaponAttachment}} |
Latest revision as of 08:40, 23 May 2008
Object >> Actor >> UTWeaponAttachment >> UTAttachment_InstagibRifle |
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 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
BeamTemplate[edit]
Type: ParticleSystem
TeamBeams[edit]
Type: array<ParticleSystem>
Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_Beam_Red'
Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_Beam_Blue'
TeamImpactEffects[edit]
Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>
Default value, index 0:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
ParticleTemplate | ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_Impact_Red' |
Sound | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibImpactCue' |
Default value, index 1:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
ParticleTemplate | ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_Impact_Blue' |
Sound | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibImpactCue' |
TeamMuzzleFlashes[edit]
Type: array<ParticleSystem>
Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_3P_MF_Red'
Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_3P_MF_Blue'
TeamSkins[edit]
Type: array<MaterialInterface>
Default value, index 0: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'
Default value, index 1: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
BulletWhip | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_WhipCue' | ||||||||||
MuzzleFlashColor |
|
||||||||||
MuzzleFlashDuration | 0.33 | ||||||||||
MuzzleFlashLightClass | Class'UTGame.UTShockMuzzleFlashLight' | ||||||||||
MuzzleFlashSocket | 'MuzzleFlashSocket' | ||||||||||
WeaponClass | Class'UTGame.UTWeap_InstagibRifle' |
Subobjects[edit]
SkeletalMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
Property | Value |
---|---|
Animations | UTAnimNodeSequence'UTGame.Default__UTAttachment_InstagibRifle:SkeletalMeshComponent0.MeshSequenceA' |
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P' |
Instance functions[edit]
FirstPersonFireEffects[edit]
Overrides: UTWeaponAttachment.FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
SetImpactedActor[edit]
Overrides: UTWeaponAttachment.SetImpactedActor
SetSkin[edit]
Overrides: UTWeaponAttachment.SetSkin
SetTeamEffects[edit]
SpawnBeam[edit]
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.