UTGame.UTAttachment_LinkGun
- Extends
- UTBeamWeaponAttachment
Copyright 1998-2011 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, FireModeUpdated, FirstPersonFireEffects, GetEffectLocation, GetImpactEffect, MuzzleFlashTimer, PlayImpactEffects, PostBeginPlay, SetImpactedActor, SetMuzzleFlashParams, SetPuttingDownWeapon, SetSkin, SetWeaponOverlayFlags, 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 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
{
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P'
Translation=(Z=1)
Rotation=(Roll=-400)
Scale=0.9
End Object
Begin Object Class=ParticleSystemComponent Name=PoweredUpComponent
Template=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp'
bAutoActivate=false
SecondsBeforeInactive=1.0f
End Object
PoweredUpEffect=PoweredUpComponent
PoweredUpEffectSocket=PowerEffectSocket
LinkBeamColors(0)=(R=255,G=64,B=64,A=255)
LinkBeamColors(1)=(R=64,G=64,B=255,A=255)
LinkBeamColors(2)=(R=128,G=220,B=120,A=255)
HighPowerBeamColor=(R=192,G=192,B=32,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'
HighPowerSystem=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam_Gold'
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'
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'
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=(R=120,G=255,B=120,A=255)
MuzzleFlashDuration=0.33
bMuzzleFlashPSCLoops=true
MuzzleFlashLightClass=class'UTLinkGunMuzzleFlashLight'
BeamTemplate[1]=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam'
BeamSockets[1]=MussleFlashSocket02
EndPointParamName=LinkBeamEnd
WeaponClass=class'UTWeap_LinkGun'
WallHitTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT'
ConnectionEffectTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Connection_Beam'
BeamDecal=MaterialInstanceTimeVarying'WP_FlakCannon.Decals.MITV_WP_FlakCannon_Impact_Decal01'
DecalWidth=32.0
DecalHeight=32.0
DecalDissolveParamName="DissolveAmount"
DurationOfDecal=20.0
TicksBetweenDecals=0
}
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Creation time: ti 22-3-2011 19:56:59.244 - Created with
UnCodeX