Always snap to grid
UE3:UTAttachment_LinkGun (UDK)
Object >> Actor >> UTWeaponAttachment >> UTBeamWeaponAttachment >> UTAttachment_LinkGun |
Contents
- 1 Properties
- 1.1 Property group 'UTAttachment_LinkGun'
- 1.2 Internal variables
- 1.2.1 BeamDecal
- 1.2.2 BeamEndpointEffect
- 1.2.3 bHittingWall
- 1.2.4 ConnectionEffectTemplate
- 1.2.5 Connections
- 1.2.6 DecalDissolveParamName
- 1.2.7 DecalHeight
- 1.2.8 DecalWidth
- 1.2.9 DurationOfDecal
- 1.2.10 HighPowerBeamColor
- 1.2.11 HighPowerBeamEndpointTemplate
- 1.2.12 HighPowerMuzzleFlashTemplate
- 1.2.13 HighPowerSystem
- 1.2.14 HitWallEffect
- 1.2.15 LinkBeamColors
- 1.2.16 LinkBeamSystems
- 1.2.17 LinkHitSound
- 1.2.18 PoweredUpEffect
- 1.2.19 PoweredUpEffectSocket
- 1.2.20 TeamBeamEndpointTemplates
- 1.2.21 TeamMuzzleFlashTemplates
- 1.2.22 TicksSinceLastDecal
- 1.2.23 WallHitTemplate
- 1.2.24 WeaponMaterialInstance
- 1.3 Default values
- 1.4 Subobjects
- 2 Structs
- 3 Functions
- 4 States
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. |
Properties[edit]
Property group 'UTAttachment_LinkGun'[edit]
TicksBetweenDecals[edit]
Type: int
Number of ticks between decals
Internal variables[edit]
BeamDecal[edit]
Type: MaterialInterface
decal for explosion
Default value: MaterialInstanceTimeVarying'WP_FlakCannon.Decals.MITV_WP_FlakCannon_Impact_Decal01'
BeamEndpointEffect[edit]
Type: UTEmitter
emitter playing the endpoint effect
bHittingWall[edit]
Type: bool
ConnectionEffectTemplate[edit]
Type: ParticleSystem
template for connection effect
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Connection_Beam'
Connections[edit]
Type: array<LinkConnection>
DecalDissolveParamName[edit]
Type: name
MaterialInstance param name for dissolving the decal *
Default value: 'DissolveAmount'
DecalHeight[edit]
Type: float
Default value: 32.0
DecalWidth[edit]
Type: float
Default value: 32.0
DurationOfDecal[edit]
Type: float
How long the decal should last before fading out *
Default value: 10.0
HighPowerBeamColor[edit]
Type: Object.Color
color for altfire beam when not targeting a teammate and others are linked to us
Default value:
Member | Value |
---|---|
A | 255 |
B | 32 |
G | 192 |
R | 192 |
HighPowerBeamEndpointTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Gold'
HighPowerMuzzleFlashTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Gold'
HighPowerSystem[edit]
Type: ParticleSystem
particle system for powered up link beams
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Gold'
HitWallEffect[edit]
Type: UTEmitter
LinkBeamColors[edit]
Type: Object.Color
Array size: 3
team based colors for altfire beam when targeting a teammate
Default value, index 0:
Member | Value |
---|---|
A | 255 |
B | 64 |
G | 64 |
R | 255 |
Default value, index 1:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 64 |
R | 64 |
Default value, index 2:
Member | Value |
---|---|
A | 255 |
B | 120 |
G | 220 |
R | 128 |
LinkBeamSystems[edit]
Type: ParticleSystem
Array size: 3
team based systems for altfire beam when targetting a teammate
Default value, index 0: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Red'
Default value, index 1: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Blue'
Default value, index 2: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam'
LinkHitSound[edit]
Type: AudioComponent
PoweredUpEffect[edit]
Type: ParticleSystemComponent
activated whenever we're linked to other players
Default value: ParticleSystemComponent'PoweredUpComponent'
PoweredUpEffectSocket[edit]
Type: name
socket to attach PoweredUpEffect to on our mesh
Default value: 'PowerEffectSocket'
TeamBeamEndpointTemplates[edit]
Type: ParticleSystem
Array size: 3
templates for beam impact effect
Default value, index 0: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Red'
Default value, index 1: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Blue'
Default value, index 2: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact'
TeamMuzzleFlashTemplates[edit]
Type: ParticleSystem
Array size: 3
templates for muzzle flash
Default value, index 0: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Red'
Default value, index 1: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Blue'
Default value, index 2: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF'
TicksSinceLastDecal[edit]
Type: int
Number of ticks since last decal
WallHitTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT'
WeaponMaterialInstance[edit]
Type: MaterialInstanceConstant
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
BeamSockets[1] | 'MussleFlashSocket02' | ||||||||||
BeamTemplate[1] | ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam' | ||||||||||
bMuzzleFlashPSCLoops | True | ||||||||||
EndPointParamName | 'LinkBeamEnd' | ||||||||||
MuzzleFlashAltPSCTemplate | ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF' | ||||||||||
MuzzleFlashColor |
|
||||||||||
MuzzleFlashDuration | 0.33 | ||||||||||
MuzzleFlashLightClass | Class'UTGame.UTLinkGunMuzzleFlashLight' | ||||||||||
MuzzleFlashPSCTemplate | ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Primary_MF' | ||||||||||
MuzzleFlashSocket | 'MussleFlashSocket' | ||||||||||
WeaponClass | Class'UTGame.UTWeap_LinkGun' |
Subobjects[edit]
PoweredUpComponent[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
ReplacementPrimitive | None |
Template | ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp' |
SkeletalMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTBeamWeaponAttachment.SkeletalMeshComponent0
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Animations | UTAnimNodeSequence'UTGame.Default__UTAttachment_LinkGun:SkeletalMeshComponent0.MeshSequenceA' | ||||||||
ReplacementPrimitive | None | ||||||||
Rotation |
|
||||||||
Scale | 0.9 | ||||||||
SkeletalMesh | SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P' | ||||||||
Translation |
|
Structs[edit]
LinkConnection[edit]
list of link connections
Note: TargetAttachment can be none (indicates invalid link that will be recycled if we get a new connection)
- UTWeaponAttachment TargetAttachment
- ParticleSystemComponent Effect
Functions[edit]
Static functions[edit]
GetTeamBeamInfo[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: UTWeaponAttachment.PostBeginPlay
StopThirdPersonFireEffects[edit]
Overrides: UTWeaponAttachment.StopThirdPersonFireEffects
Other instance functions[edit]
ChangeVisibility[edit]
Overrides: UTWeaponAttachment.ChangeVisibility
CheckPoweredUp[edit]
GetTeamMuzzleFlashTemplate[edit]
HideEmitter[edit]
Overrides: UTBeamWeaponAttachment.HideEmitter
KillEndpointEffect[edit]
deactivates the beam endpoint effect, if present
SetImpactedActor[edit]
Overrides: UTWeaponAttachment.SetImpactedActor
SetSkin[edit]
Overrides: UTWeaponAttachment.SetSkin
StopMuzzleFlash[edit]
Overrides: UTWeaponAttachment.StopMuzzleFlash
Stops the muzzle flash
UpdateBeam[edit]
Overrides: UTBeamWeaponAttachment.UpdateBeam
States[edit]
CurrentlyAttached[edit]
When an attachment is attached to a pawn, it enters the CurrentlyAttached state.
CurrentlyAttached.Tick[edit]
Overrides: UTBeamWeaponAttachment.CurrentlyAttached.Tick