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UTGame.UTAttachment_LinkGun

Extends
UTBeamWeaponAttachment

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWeaponAttachment
      |   
      +-- UTGame.UTBeamWeaponAttachment
         |   
         +-- UTGame.UTAttachment_LinkGun

Variables Summary
MaterialInterfaceBeamDecal
UTEmitterBeamEndpointEffect
boolbHittingWall
ParticleSystemConnectionEffectTemplate
array<LinkConnection>Connections
nameDecalDissolveParamName
floatDecalHeight
floatDecalWidth
floatDurationOfDecal
colorHighPowerBeamColor
ParticleSystemHighPowerBeamEndpointTemplate
ParticleSystemHighPowerMuzzleFlashTemplate
ParticleSystemHighPowerSystem
UTEmitterHitWallEffect
colorLinkBeamColors[3]
ParticleSystemLinkBeamSystems[3]
AudioComponentLinkHitSound
ParticleSystemComponentPoweredUpEffect
namePoweredUpEffectSocket
ParticleSystemTeamBeamEndpointTemplates[3]
ParticleSystemTeamMuzzleFlashTemplates[3]
intTicksSinceLastDecal
ParticleSystemWallHitTemplate
MaterialInstanceConstantWeaponMaterialInstance
UTAttachment_LinkGun
intTicksBetweenDecals
Inherited Variables from UTGame.UTBeamWeaponAttachment
BeamEmitter[2], BeamSockets[2], BeamTemplate[2], EndPointParamName, PawnOwner
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

Enumerations Summary
Inherited Enumerations from UTGame.UTWeaponAttachment
EWeapAnimType

Structures Summary
LinkConnection
TargetAttachment, Effect

Functions Summary
function ChangeVisibility (bool bIsVisible))
function CheckPoweredUp ()))
event Destroyed ()))
function GetTeamBeamInfo (byte TeamNum, optional out color BeamColor, optional out ParticleSystem BeamSystem, optional out ParticleSystem BeamEndpointTemplate))
functionParticleSystem GetTeamMuzzleFlashTemplate (byte TeamNum))
function HideEmitter (int Index, bool bHide))
function KillEndpointEffect ()))
function PostBeginPlay ()))
function SetImpactedActor (Actor HitActor, vector HitLocation, vector HitNormal))
function SetSkin (Material NewMaterial))
function StopMuzzleFlash ()))
function StopThirdPersonFireEffects ()))
event Tick (float DeltaTime))
CurrentlyAttached
function UpdateBeam (byte FireModeNum))
Inherited Functions from UTGame.UTBeamWeaponAttachment
AddBeamEmitter, BeginState, HideEmitter, Tick, UpdateBeam
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

States Summary
CurrentlyAttached Source code
state CurrentlyAttached
Tick


Variables Detail

BeamDecal Source code

var MaterialInterface BeamDecal;
decal for explosion

BeamEndpointEffect Source code

var UTEmitter BeamEndpointEffect;
emitter playing the endpoint effect

bHittingWall Source code

var bool bHittingWall;

ConnectionEffectTemplate Source code

var ParticleSystem ConnectionEffectTemplate;
template for connection effect

Connections Source code

var array<LinkConnection> Connections;

DecalDissolveParamName Source code

var name DecalDissolveParamName;
MaterialInstance param name for dissolving the decal

DecalHeight Source code

var float DecalHeight;

DecalWidth Source code

var float DecalWidth;

DurationOfDecal Source code

var float DurationOfDecal;
How long the decal should last before fading out

HighPowerBeamColor Source code

var color HighPowerBeamColor;
color for altfire beam when not targeting a teammate and others are linked to us

HighPowerBeamEndpointTemplate Source code

var ParticleSystem HighPowerBeamEndpointTemplate;

HighPowerMuzzleFlashTemplate Source code

var ParticleSystem HighPowerMuzzleFlashTemplate;

HighPowerSystem Source code

var ParticleSystem HighPowerSystem;
particle system for powered up link beams

HitWallEffect Source code

var UTEmitter HitWallEffect;

LinkBeamColors[3] Source code

var color LinkBeamColors[3];
team based colors for altfire beam when targeting a teammate

LinkBeamSystems[3] Source code

var ParticleSystem LinkBeamSystems[3];
team based systems for altfire beam when targetting a teammate

LinkHitSound Source code

var AudioComponent LinkHitSound;

PoweredUpEffect Source code

var ParticleSystemComponent PoweredUpEffect;
activated whenever we're linked to other players

PoweredUpEffectSocket Source code

var name PoweredUpEffectSocket;
socket to attach PoweredUpEffect to on our mesh

TeamBeamEndpointTemplates[3] Source code

var ParticleSystem TeamBeamEndpointTemplates[3];
templates for beam impact effect

TeamMuzzleFlashTemplates[3] Source code

var ParticleSystem TeamMuzzleFlashTemplates[3];
templates for muzzle flash

TicksSinceLastDecal Source code

var int TicksSinceLastDecal;
Number of ticks since last decal

WallHitTemplate Source code

var ParticleSystem WallHitTemplate;

WeaponMaterialInstance Source code

var MaterialInstanceConstant WeaponMaterialInstance;

UTAttachment_LinkGun

TicksBetweenDecals Source code

var(UTAttachment_LinkGun) int TicksBetweenDecals;
Number of ticks between decals


Structures Detail

LinkConnection Source code

struct LinkConnection
{
var ParticleSystemComponent Effect;
var UTWeaponAttachment TargetAttachment;
};
list of link connections @note: TargetAttachment can be none (indicates invalid link that will be recycled if we get a new connection)


Functions Detail

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )

CheckPoweredUp Source code

simulated function CheckPoweredUp ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

GetTeamBeamInfo Source code

static function GetTeamBeamInfo ( byte TeamNum, optional out color BeamColor, optional out ParticleSystem BeamSystem, optional out ParticleSystem BeamEndpointTemplate) )

GetTeamMuzzleFlashTemplate Source code

function ParticleSystem GetTeamMuzzleFlashTemplate ( byte TeamNum) )

HideEmitter Source code

simulated function HideEmitter ( int Index, bool bHide) )

KillEndpointEffect Source code

simulated function KillEndpointEffect ( ) )
deactivates the beam endpoint effect, if present

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SetImpactedActor Source code

simulated function SetImpactedActor ( Actor HitActor, vector HitLocation, vector HitNormal) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

StopMuzzleFlash Source code

simulated function StopMuzzleFlash ( ) )

StopThirdPersonFireEffects Source code

simulated function StopThirdPersonFireEffects ( ) )

Tick CurrentlyAttached Source code

simulated event Tick ( float DeltaTime) )

UpdateBeam Source code

simulated function UpdateBeam ( byte FireModeNum) )


Defaultproperties

defaultproperties
{
   LinkBeamColors(0)=(B=64,G=64,R=255,A=255)
   LinkBeamColors(1)=(B=255,G=64,R=64,A=255)
   LinkBeamColors(2)=(B=120,G=220,R=128,A=255)
   LinkBeamSystems(0)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Red'
   LinkBeamSystems(1)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Blue'
   LinkBeamSystems(2)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam'
   HighPowerBeamColor=(B=32,G=192,R=192,A=255)
   HighPowerSystem=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Gold'
   WallHitTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT'
   TeamBeamEndpointTemplates(0)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Red'
   TeamBeamEndpointTemplates(1)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Blue'
   TeamBeamEndpointTemplates(2)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact'
   HighPowerBeamEndpointTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_Gold'
   BeamDecal=MaterialInstanceTimeVarying'WP_FlakCannon.Decals.MITV_WP_FlakCannon_Impact_Decal01'
   DecalWidth=32.000000
   DecalHeight=32.000000
   DurationOfDecal=10.000000
   DecalDissolveParamName="DissolveAmount"
   TeamMuzzleFlashTemplates(0)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Red'
   TeamMuzzleFlashTemplates(1)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Blue'
   TeamMuzzleFlashTemplates(2)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF'
   HighPowerMuzzleFlashTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF_Gold'
   Begin Object Class=ParticleSystemComponent Name=PoweredUpComponent ObjName=PoweredUpComponent Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp'
      bAutoActivate=False
      SecondsBeforeInactive=1.000000
      Name="PoweredUpComponent"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   PoweredUpEffect=PoweredUpComponent
   PoweredUpEffectSocket="PowerEffectSocket"
   ConnectionEffectTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Connection_Beam'
   BeamTemplate(1)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam'
   BeamSockets(1)="MussleFlashSocket02"
   EndPointParamName="LinkBeamEnd"
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0'
      Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0.MeshSequenceA'
         ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0.MeshSequenceA'
      End Object
      SkeletalMesh=SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P'
      Animations=UTAnimNodeSequence'UTGame.Default__UTAttachment_LinkGun:SkeletalMeshComponent0.MeshSequenceA'
      Translation=(X=0.000000,Y=0.000000,Z=1.000000)
      Rotation=(Pitch=0,Yaw=0,Roll=-400)
      Scale=0.900000
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0'
   End Object
   Mesh=SkeletalMeshComponent0
   MuzzleFlashSocket="MussleFlashSocket"
   MuzzleFlashPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Primary_MF'
   MuzzleFlashAltPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_3P_Beam_MF'
   MuzzleFlashColor=(B=120,G=255,R=120,A=255)
   bMuzzleFlashPSCLoops=True
   MuzzleFlashLightClass=Class'UTGame.UTLinkGunMuzzleFlashLight'
   MuzzleFlashDuration=0.330000
   WeaponClass=Class'UTGame.UTWeap_LinkGun'
   Name="Default__UTAttachment_LinkGun"
   ObjectArchetype=UTBeamWeaponAttachment'UTGame.Default__UTBeamWeaponAttachment'
}

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Creation time: sk 18-3-2018 10:00:48.840 - Created with UnCodeX