My program doesn't have bugs. It just develops random features.

UE3:UTAttachment_RocketLauncher (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> UTWeaponAttachment >> UTAttachment_RocketLauncher
Package: 
UTGame
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

LoadUpAnimList[edit]

Type: array<name>

list of anims to play for loading the RL

Default value, index 0: 'WeaponAltFireQueue1'

Default value, index 1: 'WeaponAltFireQueue2'

Default value, index 2: 'WeaponAltFireQueue3'

Default values[edit]

Property Value
FireAnim 'WeaponFire'
MuzzleFlashDuration 0.33
MuzzleFlashLightClass Class'UTGame.UTRocketMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_RocketLauncher.Effects.P_WP_RockerLauncher_3P_Muzzle_Flash'
MuzzleFlashSocket 'MuzzleFlashSocket'
WeaponClass Class'UTGame.UTWeap_RocketLauncher'

Subobjects[edit]

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeaponAttachment.SkeletalMeshComponent0

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTAttachment_RocketLauncher:SkeletalMeshComponent0.MeshSequenceA'
AnimSets[0] AnimSet'WP_RocketLauncher.Anims.K_WP_RocketLauncher_3P'
Rotation
Member Value
Pitch 0
Roll 1000
Yaw 0
Scale 1.1
SkeletalMesh SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_3P'
Translation
Member Value
X 1.0
Y -1.0
Z 0.0

Instance functions[edit]

FireModeUpdated[edit]

simulated function FireModeUpdated (byte FiringMode, bool bViaReplication)

Overrides: UTWeaponAttachment.FireModeUpdated


FirstPersonFireEffects[edit]

simulated function FirstPersonFireEffects (Weapon PawnWeapon, Object.Vector HitLocation)

Overrides: UTWeaponAttachment.FirstPersonFireEffects

The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.

SplitScreenEffects[edit]

simulated function SplitScreenEffects (Object.Vector HitLocation)

Overrides: UTWeaponAttachment.SplitScreenEffects

Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

ThirdPersonFireEffects[edit]

simulated function 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.