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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGame.UTWeaponAttachment
UTAttachment_Avril, UTAttachment_BioRifle, UTAttachment_EMPMine, UTAttachment_EnergyShield, UTAttachment_Enforcer, UTAttachment_FlakCannon, UTAttachment_ImpactHammer, UTAttachment_InstagibRifle, UTAttachment_LinkGenerator, UTAttachment_Redeemer, UTAttachment_RocketLauncher, UTAttachment_ShapedCharge, UTAttachment_ShockRifle, UTAttachment_SlowVolume, UTAttachment_SniperRifle, UTAttachment_SpiderMineTrap, UTAttachment_Stinger, UTAttachment_Translocator, UTBeamWeaponAttachment
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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EWeapAnimType EWAT_Default, EWAT_Pistol, EWAT_DualPistols, EWAT_ShoulderRocket, EWAT_Stinger |
Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Inherited Structures from Engine.Actor |
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AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
States Summary |
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CurrentlyAttached Source code |
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state CurrentlyAttached /** When an attachment is attached to a pawn, it enters the CurrentlyAttached state. */ |
Variables Detail |
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anims to play when firing
impact effects by material type
If true, make splash effect for local player when hit water
sound that is played when the bullets go whizzing past your head
default impact effect to use if a material specific one isn't found
default impact effect to use if a material specific one isn't found
When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)
anims to play when firing
impact effects by material type
Weapon SkelMesh
How long the Muzzle Flash should be there
dynamic light
Muzzle flash PSC and Templates
Holds the name of the socket to attach a muzzle flash too
mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props
TEMP for guns with no muzzleflash socket
Animations and Sounds
Anim
Enumerations Detail |
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EWAT_Default, EWAT_Pistol, EWAT_DualPistols, EWAT_ShoulderRocket, EWAT_Stinger};
Functions Detail |
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Called on a client, this function Attaches the WeaponAttachment to the Mesh.
Causes the muzzle flash to turn on and setup a time to turn it back off again.
Detach weapon from skeletal mesh
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
@return the starting location for effects (generally tracers)
returns the impact sound that should be used for hits on the given physical material
Turns the MuzzleFlashlight off
Spawn any effects that occur at the impact point. It's called from the pawn.
sets whether the weapon is being dual wielded
Allows a child to setup custom parameters on the muzzle flash
sets whether the weapon is being put away
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
Stops the muzzle flash
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.
Defaultproperties |
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defaultproperties { Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTAnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTAnimNodeSequence' End Object Animations=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' bForceRefpose=1 bUpdateSkelWhenNotRendered=False bIgnoreControllersWhenNotRendered=True bOverrideAttachmentOwnerVisibility=True CullDistance=4000.000000 CachedCullDistance=4000.000000 bOwnerNoSee=True bUseAsOccluder=False Name="SkeletalMeshComponent0" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Mesh=SkeletalMeshComponent0 MuzzleFlashColor=(B=255,G=255,R=255,A=255) bAlignToSurfaceNormal=True MuzzleFlashDuration=0.300000 DefaultImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount") DefaultAltImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount") MaxImpactEffectDistance=4000.000000 MaxFireEffectDistance=5000.000000 MaxDecalRangeSq=16000000.000000 DistFactorForRefPose=0.140000 TickGroup=TG_DuringAsyncWork bReplicateInstigator=True NetUpdateFrequency=10.000000 CollisionType=COLLIDE_CustomDefault Name="Default__UTWeaponAttachment" ObjectArchetype=Actor'Engine.Default__Actor' } |
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