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UTGame.UTAttachment_BioRifle

Extends
UTWeaponAttachment

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWeaponAttachment
      |   
      +-- UTGame.UTAttachment_BioRifle

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
ParticleSystemComponentChargeComponent
nameCurrentIdleAnim
floatFireAnimDuration
nameWeaponAltChargeAnim
nameWeaponAltChargeIdleAnim
nameWeaponAltFireAnim
nameWeaponFireAnims[3]
nameWeaponIdleAnim
Inherited Variables from UTGame.UTWeaponAttachment
AltFireAnim, AltImpactEffects, AttachmentSocket, bAlignToSurfaceNormal, bMakeSplash, bMuzzleFlashPSCLoops, bSuppressSounds, BulletWhip, DefaultAltImpactEffect, DefaultImpactEffect, DistFactorForRefPose, FireAnim, ImpactEffects, MaxDecalRangeSq, MaxFireEffectDistance, MaxImpactEffectDistance, Mesh, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, OverlayMesh, OwnerMesh, SplashEffect, WeapAnimType, WeaponClass
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from UTGame.UTWeaponAttachment
EWeapAnimType
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AttachTo (UTPawn OwnerPawn))
function FireModeUpdated (byte FireModeNum, bool bViaReplication))
function Play3pAnimation (name Sequence, float fDesiredDuration, optional bool bLoop))
function RestartIdle ()))
function SplitScreenEffects (vector HitLocation))
function StartCharging ()))
event StopThirdPersonFireEffects ()))
event ThirdPersonFireEffects (vector HitLocation))
Inherited Functions from UTGame.UTWeaponAttachment
AllowImpactEffects, AttachTo, CauseMuzzleFlash, ChangeVisibility, CheckBulletWhip, CheckToForceRefPose, CreateOverlayMesh, DetachFrom, EffectIsRelevant, FireModeUpdated, FirstPersonFireEffects, GetEffectLocation, GetImpactEffect, MuzzleFlashTimer, PlayImpactEffects, PostBeginPlay, SetDualWielding, SetImpactedActor, SetMuzzleFlashParams, SetPuttingDownWeapon, SetSkin, SetWeaponOverlayFlags, SplitScreenEffects, StopFirstPersonFireEffects, StopMuzzleFlash, StopThirdPersonFireEffects, ThirdPersonFireEffects
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

ChargeComponent Source code

var ParticleSystemComponent ChargeComponent;
The particle system while the bio is charging

CurrentIdleAnim Source code

var name CurrentIdleAnim;

FireAnimDuration Source code

var float FireAnimDuration;

WeaponAltChargeAnim Source code

var name WeaponAltChargeAnim;

WeaponAltChargeIdleAnim Source code

var name WeaponAltChargeIdleAnim;

WeaponAltFireAnim Source code

var name WeaponAltFireAnim;

WeaponFireAnims[3] Source code

var name WeaponFireAnims[3];

WeaponIdleAnim Source code

var name WeaponIdleAnim;


Functions Detail

AttachTo Source code

simulated function AttachTo ( UTPawn OwnerPawn) )

FireModeUpdated Source code

simulated function FireModeUpdated ( byte FireModeNum, bool bViaReplication) )

Play3pAnimation Source code

simulated function Play3pAnimation ( name Sequence, float fDesiredDuration, optional bool bLoop) )

RestartIdle Source code

simulated function RestartIdle ( ) )

SplitScreenEffects Source code

simulated function SplitScreenEffects ( vector HitLocation) )
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

StartCharging Source code

simulated function StartCharging ( ) )

StopThirdPersonFireEffects Source code

simulated event StopThirdPersonFireEffects ( ) )

ThirdPersonFireEffects Source code

simulated event ThirdPersonFireEffects ( vector HitLocation) )


Defaultproperties

defaultproperties
{
   WeaponFireAnims(0)="WeaponFire1"
   WeaponFireAnims(1)="WeaponFire2"
   WeaponFireAnims(2)="WeaponFire3"
   WeaponIdleAnim="WeaponIdle"
   WeaponAltFireAnim="WeaponAltFire"
   WeaponAltChargeAnim="WeaponAltCharge"
   WeaponAltChargeIdleAnim="weaponaltidle"
   FireAnimDuration=0.400000
   Begin Object Class=ParticleSystemComponent Name=BioChargeEffect ObjName=BioChargeEffect Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_Alt_MF'
      bAutoActivate=False
      SecondsBeforeInactive=1.000000
      Name="BioChargeEffect"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   ChargeComponent=BioChargeEffect
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
      Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
         ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
      End Object
      SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid'
      Animations=UTAnimNodeSequence'UTGame.Default__UTAttachment_BioRifle:SkeletalMeshComponent0.MeshSequenceA'
      AnimSets(0)=AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_3P'
      bForceRefpose=0
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
   End Object
   Mesh=SkeletalMeshComponent0
   MuzzleFlashSocket="MuzzleFlashSocket"
   MuzzleFlashPSCTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_MF'
   MuzzleFlashAltPSCTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_3P_MF'
   MuzzleFlashLightClass=Class'UTGame.UTGreenMuzzleFlashLight'
   MuzzleFlashDuration=0.330000
   Name="Default__UTAttachment_BioRifle"
   ObjectArchetype=UTWeaponAttachment'UTGame.Default__UTWeaponAttachment'
}

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Creation time: sk 18-3-2018 10:00:48.751 - Created with UnCodeX