UE3:UTWeap InstagibRifle (UT3): Difference between revisions
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Copyright 1998- | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | ||
==Properties== | ==Properties== | ||
====bBetrayalMode==== | |||
'''Type:''' [[bool]] | |||
<!-- enter variable description --> | |||
====TeamMuzzleFlashes==== | ====TeamMuzzleFlashes==== | ||
'''Type:''' [[array]]<{{cl|ParticleSystem}}> | '''Type:''' [[array]]<{{cl|ParticleSystem}}> | ||
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| {{tl|AIRating||Weapon}} | | {{tl|AIRating||Weapon}} | ||
| 1.0 | | 1.0 | ||
|- | |||
| {{tl|AmmoDisplayType||UTWeapon internal variables}} | |||
| {{tl|AmmoWidgetDisplayStyle||UTWeapon|EAWDS_None}} | |||
|- | |- | ||
| {{tl|AttachmentClass||UTWeapon internal variables}} | | {{tl|AttachmentClass||UTWeapon internal variables}} | ||
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|- | |- | ||
| U | | U | ||
| | | 256.0 | ||
|- | |- | ||
| V | | V | ||
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'''Parameters:''' | '''Parameters:''' | ||
* ''who'' - is the pawn to attach to | * ''who'' - is the pawn to attach to | ||
====BestMode==== | |||
{{code|function [[byte]] '''BestMode''' ()}} | |||
'''Overrides:''' {{tl|BestMode|UTWeapon|instance functions}} | |||
BestMode() | |||
choose between regular or alt-fire | |||
====GetAIRating==== | ====GetAIRating==== | ||
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AI interface | AI interface | ||
====ProcessInstantHit==== | |||
{{code|simulated function '''ProcessInstantHit''' ([[byte]] '''FiringMode''', {{tl|ImpactInfo|Actor|structs}} '''Impact''')}} | |||
'''Overrides:''' {{tl|ProcessInstantHit|UTWeapon|instance functions}} | |||
''(Description copied from {{tl|ProcessInstantHit|Weapon|instance functions}})''<br/> | |||
Processes a successful 'Instant Hit' trace and eventually spawns any effects. | |||
Network: LocalPlayer and Server | |||
'''Parameters:''' | |||
* ''HitActor'' - Actor hit by trace | |||
* ''AimDir'' - Aim direction of shot | |||
* ''HitLocation'' - world location vector where HitActor was hit by trace | |||
* ''HitNormal'' - hit normal vector | |||
* ''HitInto'' - TraceHitInfo struct returning useful info like component hit, bone, material.. | |||
====RangedAttackTime==== | ====RangedAttackTime==== |
Latest revision as of 07:25, 16 August 2009
- Package:
- UTGame
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
bBetrayalMode
Type: bool
TeamMuzzleFlashes
Type: array<ParticleSystem>
Default value, index 0: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'
Default value, index 1: ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'
TeamSkins
Type: array<MaterialInterface>
Default value, index 0: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'
Default value, index 1: Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'
Default values
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Animations | AnimNodeSequence'UTGame.Default__UTWeap_InstagibRifle:MeshSequenceA' | ||||||||
AnimSets[0] | AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base' | ||||||||
FOV | 60.0 | ||||||||
Rotation |
| ||||||||
SkeletalMesh | SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Instance functions
AttachWeaponTo
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
ProcessInstantHit
Overrides: UTWeapon.ProcessInstantHit
(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects.
Network: LocalPlayer and Server
Parameters:
- HitActor - Actor hit by trace
- AimDir - Aim direction of shot
- HitLocation - world location vector where HitActor was hit by trace
- HitNormal - hit normal vector
- HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..
RangedAttackTime
Overrides: Weapon.RangedAttackTime
SetSkin
Overrides: UTWeapon.SetSkin
(Description copied from UTWeapon.SetSkin)
Material control
Parameters:
- NewMaterial - The new material to apply or none to clear it