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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

Property group 'UTAttachment_LinkGun'

TicksBetweenDecals

Type: int

Number of ticks between decals

Internal variables

BeamDecal

Type: MaterialInterface

decal for explosion

Default value: MaterialInstanceTimeVarying'WP_FlakCannon.Decals.MITV_WP_FlakCannon_Impact_Decal01'

BeamEndpointEffect

Type: UTEmitter

emitter playing the endpoint effect

bHittingWall

Type: bool


ConnectionEffectTemplate

Type: ParticleSystem

template for connection effect

Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Connection_Beam'

Connections

Type: array<LinkConnection>


DecalDissolveParamName

Type: name

MaterialInstance param name for dissolving the decal *

Default value: 'DissolveAmount'

DecalHeight

Type: float


Default value: 32.0

DecalWidth

Type: float


Default value: 32.0

DurationOfDecal

Type: float

How long the decal should last before fading out *

Default value: 10.0

HighPowerBeamColor

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

Type: ParticleSystem


Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Gold'

HighPowerMuzzleFlashTemplate

Type: ParticleSystem


Default value: ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Gold'

HighPowerSystem

Type: ParticleSystem

particle system for powered up link beams

Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Gold'

HitWallEffect

Type: UTEmitter


LinkBeamColors

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

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

Type: AudioComponent


PoweredUpEffect

Type: ParticleSystemComponent

activated whenever we're linked to other players

Default value: ParticleSystemComponent'PoweredUpComponent'

PoweredUpEffectSocket

Type: name

socket to attach PoweredUpEffect to on our mesh

Default value: 'PowerEffectSocket'

TeamBeamEndpointTemplates

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

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

Type: int

Number of ticks since last decal

WallHitTemplate

Type: ParticleSystem


Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT'

WeaponMaterialInstance

Type: MaterialInstanceConstant


Default values

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

PoweredUpComponent

Class: Engine.ParticleSystemComponent

Property Value
bAutoActivate False
ReplacementPrimitive None
Template ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp'

SkeletalMeshComponent0

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

LinkConnection

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

Static functions

GetTeamBeamInfo

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


Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTWeaponAttachment.PostBeginPlay


StopThirdPersonFireEffects

simulated event StopThirdPersonFireEffects ()

Overrides: UTWeaponAttachment.StopThirdPersonFireEffects


Other instance functions

ChangeVisibility

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeaponAttachment.ChangeVisibility


CheckPoweredUp

simulated function CheckPoweredUp ()


GetTeamMuzzleFlashTemplate

function ParticleSystem GetTeamMuzzleFlashTemplate (byte TeamNum)


HideEmitter

simulated function HideEmitter (int Index, bool bHide)

Overrides: UTBeamWeaponAttachment.HideEmitter


KillEndpointEffect

simulated function KillEndpointEffect ()

deactivates the beam endpoint effect, if present

SetImpactedActor

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

Overrides: UTWeaponAttachment.SetImpactedActor


SetSkin

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeaponAttachment.SetSkin


StopMuzzleFlash

simulated function StopMuzzleFlash ()

Overrides: UTWeaponAttachment.StopMuzzleFlash

Stops the muzzle flash

UpdateBeam

simulated function UpdateBeam (byte FireModeNum)

Overrides: UTBeamWeaponAttachment.UpdateBeam


States

CurrentlyAttached

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

CurrentlyAttached.Tick

simulated event Tick (float DeltaTime)

Overrides: UTBeamWeaponAttachment.CurrentlyAttached.Tick