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UE3:UTSeqAct_DummyWeaponFire (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> UTSeqAct_DummyWeaponFire |
Contents
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spawns a ghost to magically fire a weapon for cinematics
Note: no replication, expected to execute completely clientside
Properties
Property group 'UTSeqAct_DummyWeaponFire'
bSuppressSounds
Type: bool
if set, weapon doesn't play any sounds
FireMode
Type: byte
which fire mode to use
MaxSpread
Type: Object.Rotator
how far off the target shots can be
Origin
Type: Actor
actor where the weapon fire is coming from
ShotsToFire
Type: int
number of shots to fire, <= 0 for shoot forever
Default value: 1
Target
Type: Actor
target actor for the weapon fire
WeaponClass
class of weapon to fire
Internal variables
DummyPawn
Type: UTDummyPawn
dummy pawn used to fire the weapon
ShotsFired
Type: int
number of shots fired so far
Default values
Property | Value | ||||||||||
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bAutoActivateOutputLinks | False | ||||||||||
bCallHandler | False | ||||||||||
InputLinks[0] |
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InputLinks[1] |
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ObjCategory | "Cinematic" | ||||||||||
ObjName | "Dummy Weapon Fire" | ||||||||||
OutputLinks[0] |
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OutputLinks[1] |
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OutputLinks[2] |
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VariableLinks[0] |
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VariableLinks[1] |
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Functions
Events
Activated
Overrides: SequenceOp.Activated
Called when this event is activated.
Update
Overrides: SeqAct_Latent.Update
(Description copied from SeqAct_Latent.Update)
script tick interface the action deactivates when this function returns false and LatentActors is empty
Returns:
- whether the action needs to keep ticking
Other instance functions
NotifyDummyFire
notification that the dummy pawn has fired a shot