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UTGame.UTSeqAct_DummyWeaponFire

Extends
SeqAct_Latent

spawns a ghost to magically fire a weapon for cinematics @note: no replication, expected to execute completely clientside

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- UTGame.UTSeqAct_DummyWeaponFire

Variables Summary
UTDummyPawnDummyPawn
intShotsFired
UTSeqAct_DummyWeaponFire
boolbSuppressSounds
byteFireMode
rotatorMaxSpread
ActorOrigin
intShotsToFire
ActorTarget
class<UTWeapon>WeaponClass
Inherited Variables from Engine.SeqAct_Latent
bAborted, LatentActors
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Functions Summary
event Activated ()))
function NotifyDummyFire ()))
eventbool Update (float DeltaTime))
Inherited Functions from Engine.SeqAct_Latent
AbortFor, Update


Variables Detail

DummyPawn Source code

var UTDummyPawn DummyPawn;
dummy pawn used to fire the weapon

ShotsFired Source code

var int ShotsFired;
number of shots fired so far

UTSeqAct_DummyWeaponFire

bSuppressSounds Source code

var(UTSeqAct_DummyWeaponFire) bool bSuppressSounds;
if set, weapon doesn't play any sounds

FireMode Source code

var(UTSeqAct_DummyWeaponFire) byte FireMode;
which fire mode to use

MaxSpread Source code

var(UTSeqAct_DummyWeaponFire) rotator MaxSpread;
how far off the target shots can be

Origin Source code

var(UTSeqAct_DummyWeaponFire) Actor Origin;
actor where the weapon fire is coming from

ShotsToFire Source code

var(UTSeqAct_DummyWeaponFire) int ShotsToFire;
number of shots to fire, <= 0 for shoot forever

Target Source code

var(UTSeqAct_DummyWeaponFire) Actor Target;
target actor for the weapon fire

WeaponClass Source code

var(UTSeqAct_DummyWeaponFire) class<UTWeapon> WeaponClass;
class of weapon to fire


Functions Detail

Activated Source code

event Activated ( ) )

NotifyDummyFire Source code

function NotifyDummyFire ( ) )
notification that the dummy pawn has fired a shot

Update Source code

event bool Update ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   ShotsToFire=1
   bCallHandler=False
   bAutoActivateOutputLinks=False
   InputLinks(0)=(LinkDesc="Start Firing")
   InputLinks(1)=(LinkDesc="Stop Firing")
   OutputLinks(0)=(LinkDesc="Out")
   OutputLinks(1)=(LinkDesc="Finished")
   OutputLinks(2)=(LinkDesc="Stopped")
   VariableLinks(0)=(LinkDesc="Origin",PropertyName="Origin",MaxVars=1)
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Target",PropertyName="Target",MinVars=1,MaxVars=1)
   ObjName="Dummy Weapon Fire"
   ObjCategory="Cinematic"
   Name="Default__UTSeqAct_DummyWeaponFire"
   ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent'
}

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Creation time: sk 18-3-2018 10:00:56.326 - Created with UnCodeX