| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
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 | |
|---|---|
| UTDummyPawn | DummyPawn |
| int | ShotsFired |
| UTSeqAct_DummyWeaponFire | |
| bool | bSuppressSounds |
| byte | FireMode |
| rotator | MaxSpread |
| Actor | Origin |
| int | ShotsToFire |
| Actor | Target |
| class<UTWeapon> | WeaponClass |
| Inherited Variables from Engine.SeqAct_Latent |
|---|
| bAborted, LatentActors |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Functions Summary | ||
|---|---|---|
![]() | Activated ())) | |
![]() | NotifyDummyFire ())) | |
![]() | bool | Update (float DeltaTime)) |
| Inherited Functions from Engine.SeqAct_Latent |
|---|
| AbortFor, Update |
| Variables Detail |
|---|
dummy pawn used to fire the weapon
number of shots fired so far
if set, weapon doesn't play any sounds
which fire mode to use
how far off the target shots can be
actor where the weapon fire is coming from
number of shots to fire, <= 0 for shoot forever
target actor for the weapon fire
class of weapon to fire
| Functions Detail |
|---|
Activated Source code
NotifyDummyFire Source codenotification that the dummy pawn has fired a shot
Update Source code| 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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||