Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE3:UTSeqCond IsUsingWeapon (UT3)"
From Unreal Wiki, The Unreal Engine Documentation Site
(Talk) |
m (1 revision) |
(No difference)
|
Latest revision as of 01:26, 26 July 2008
Object >> SequenceObject >> SequenceOp >> SequenceCondition >> UTSeqCond_IsUsingWeapon |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTSeqCond_IsUsingWeapon'[edit]
bAllowSubclass[edit]
Type: bool
whether subclasses of the specified class count
bMustBeImpactHammer[edit]
Type: bool
Ii this is true, the weapon must be the Impact Hammer
bMustBeTranslocator[edit]
Type: bool
Ii this is true, the weapon must be the Impact Hammer
RequiredWeapon[edit]
weapon to check
Internal variables[edit]
Target[edit]
Type: Actor
player to look for inventory on
Default values[edit]
Property | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ObjName | "Is Using Weapon" | ||||||||||||
OutputLinks[0] |
|
||||||||||||
OutputLinks[1] |
|
||||||||||||
VariableLinks[0] |
|
Events[edit]
Activated[edit]
event Activated ()
Overrides: SequenceOp.Activated
Called when this event is activated.