UTGame.UTAttachment_LinkGun
- Extends
- UTBeamWeaponAttachment
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- UTGame.UTWeaponAttachment
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+-- UTGame.UTBeamWeaponAttachment
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+-- UTGame.UTAttachment_LinkGun
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 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 |
var bool bHittingWall;
ConnectionEffectTemplate Source code
DecalDissolveParamName Source code
var name DecalDissolveParamName;
var float DecalHeight;
var float DecalWidth;
var float DurationOfDecal;
var
color HighPowerBeamColor;
HighPowerBeamEndpointTemplate Source code
HighPowerMuzzleFlashTemplate Source code
var
color LinkBeamColors[
3];
var name PoweredUpEffectSocket;
TeamBeamEndpointTemplates[3] Source code
TeamMuzzleFlashTemplates[3] Source code
var int TicksSinceLastDecal;
WeaponMaterialInstance Source code
UTAttachment_LinkGun
simulated function ChangeVisibility ( bool bIsVisible) )
simulated function CheckPoweredUp ( ) )
simulated event Destroyed ( ) )
static
function GetTeamBeamInfo (
byte TeamNum, optional out
color BeamColor, optional out
ParticleSystem BeamSystem, optional out
ParticleSystem BeamEndpointTemplate) )
GetTeamMuzzleFlashTemplate Source code
simulated function HideEmitter ( int Index, bool bHide) )
simulated function KillEndpointEffect ( ) )
simulated function PostBeginPlay ( ) )
simulated
function SetImpactedActor (
Actor HitActor,
vector HitLocation,
vector HitNormal) )
simulated
function SetSkin (
Material NewMaterial) )
simulated function StopMuzzleFlash ( ) )
StopThirdPersonFireEffects Source code
simulated function StopThirdPersonFireEffects ( ) )
Tick CurrentlyAttached Source code
simulated event Tick ( float DeltaTime) )
simulated function UpdateBeam ( byte FireModeNum) )
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