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UE3:UTAttachment_LinkGun (UDK)

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UDK Object >> Actor >> UTWeaponAttachment >> UTBeamWeaponAttachment >> UTAttachment_LinkGun
Package: 
UTGame
This class in other games:
UT3


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
Member Value
A 255
B 120
G 255
R 120
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
Member Value
Pitch 0
Roll -400
Yaw 0
Scale 0.9
SkeletalMesh SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P'
Translation
Member Value
X 0.0
Y 0.0
Z 1.0

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]

static function GetTeamBeamInfo (byte TeamNum, optional out Object.Color BeamColor, optional out ParticleSystem BeamSystem, optional out ParticleSystem BeamEndpointTemplate)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTWeaponAttachment.PostBeginPlay


StopThirdPersonFireEffects[edit]

simulated event StopThirdPersonFireEffects ()

Overrides: UTWeaponAttachment.StopThirdPersonFireEffects


Other instance functions[edit]

ChangeVisibility[edit]

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeaponAttachment.ChangeVisibility


CheckPoweredUp[edit]

simulated function CheckPoweredUp ()


GetTeamMuzzleFlashTemplate[edit]

function ParticleSystem GetTeamMuzzleFlashTemplate (byte TeamNum)


HideEmitter[edit]

simulated function HideEmitter (int Index, bool bHide)

Overrides: UTBeamWeaponAttachment.HideEmitter


KillEndpointEffect[edit]

simulated function KillEndpointEffect ()

deactivates the beam endpoint effect, if present

SetImpactedActor[edit]

simulated function SetImpactedActor (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTWeaponAttachment.SetImpactedActor


SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeaponAttachment.SetSkin


StopMuzzleFlash[edit]

simulated function StopMuzzleFlash ()

Overrides: UTWeaponAttachment.StopMuzzleFlash

Stops the muzzle flash

UpdateBeam[edit]

simulated function UpdateBeam (byte FireModeNum)

Overrides: UTBeamWeaponAttachment.UpdateBeam


States[edit]

CurrentlyAttached[edit]

When an attachment is attached to a pawn, it enters the CurrentlyAttached state.

CurrentlyAttached.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: UTBeamWeaponAttachment.CurrentlyAttached.Tick