My program doesn't have bugs. It just develops random features.
UE3:UTSeqAct_DummyWeaponFire (UT3)
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[edit]
Property group 'UTSeqAct_DummyWeaponFire'[edit]
bSuppressSounds[edit]
Type: bool
if set, weapon doesn't play any sounds
FireMode[edit]
Type: byte
which fire mode to use
MaxSpread[edit]
Type: Object.Rotator
how far off the target shots can be
Origin[edit]
Type: Actor
actor where the weapon fire is coming from
ShotsToFire[edit]
Type: int
number of shots to fire, <= 0 for shoot forever
Default value: 1
Target[edit]
Type: Actor
target actor for the weapon fire
WeaponClass[edit]
class of weapon to fire
Internal variables[edit]
DummyPawn[edit]
Type: UTDummyPawn
dummy pawn used to fire the weapon
ShotsFired[edit]
Type: int
number of shots fired so far
Default values[edit]
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[edit]
Events[edit]
Activated[edit]
Overrides: SequenceOp.Activated
Called when this event is activated.
Update[edit]
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[edit]
NotifyDummyFire[edit]
notification that the dummy pawn has fired a shot