Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:UTAttachment ShockRifle (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Auto-generated page)
 
(Talk)
 
Line 70: Line 70:
 
| 255
 
| 255
 
|}
 
|}
 +
|-
 +
| {{tl|MuzzleFlashDuration||UTWeaponAttachment}}
 +
| 0.33
 
|-
 
|-
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}
 
| {{tl|MuzzleFlashLightClass||UTWeaponAttachment}}

Latest revision as of 07:40, 23 May 2008

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

BeamTemplate[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'

CurrentPath[edit]

Type: int


ImpactLightClass[edit]

Type: class<UTExplosionLight>


Default value: Class'UTGame.UTShockImpactLight'

Default values[edit]

Property Value
BulletWhip SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_WhipCue'
DefaultImpactEffect
Member Value
ParticleTemplate ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam_Impact'
Sound SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
MuzzleFlashAltPSCTemplate ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_3P_MF'
MuzzleFlashColor
Member Value
A 255
B 255
G 120
R 255
MuzzleFlashDuration 0.33
MuzzleFlashLightClass Class'UTGame.UTShockMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_3P_MF'
MuzzleFlashSocket 'MuzzleFlashSocket'
WeaponClass Class'UTGame.UTWeap_ShockRifle'

Subobjects[edit]

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeaponAttachment.SkeletalMeshComponent0

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTAttachment_ShockRifle:SkeletalMeshComponent0.MeshSequenceA'
SkeletalMesh SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P'

Instance functions[edit]

AllowImpactEffects[edit]

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

Overrides: UTWeaponAttachment.AllowImpactEffects


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.

SetMuzzleFlashParams[edit]

simulated function SetMuzzleFlashParams (ParticleSystemComponent PSC)

Overrides: UTWeaponAttachment.SetMuzzleFlashParams

Allows a child to setup custom parameters on the muzzle flash

SpawnBeam[edit]

simulated function SpawnBeam (Object.Vector Start, Object.Vector End, bool bFirstPerson)


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.