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Gameplay.TsActionFakeShoot

Extends
TsAction

Core.Object
|   
+-- MojoCore.TsMojoAction
   |   
   +-- MojoActions.TsAction
      |   
      +-- Gameplay.TsActionFakeShoot

Direct Known Subclasses:

TsSubactionFakeShoot

Variables Summary
TsActionFakeShoot
boolbHitPlayers
boolbHitWorld
boolbManualTargetPoint
NameOriginBone
intShotgunAmount
floatShotgunSpread
MojoKeyframeTargetPoint
class<Weapon>WeaponClass
class<Emitter>WeaponFlareClass
Inherited Variables from MojoActions.TsAction
bShowSubtitles, DisableInMojo, DName, FastForwardSkip, Help, interpolator, interpTime, ModifiesLocation, Track, UsesDuration
Inherited Variables from MojoCore.TsMojoAction
Actor, m_group, m_length_dirty, m_offset, m_output_key, m_predicted_start_time, m_recorded_length, m_skip_action, m_source_key, m_start_time, m_subaction_list, m_subaction_offset, m_subaction_parent, m_subaction_track

Structures Summary
Inherited Structures from MojoCore.TsMojoAction
MojoActorRef, MojoAnimation, MojoKeyframe, MojoTimedKeyframe

Functions Summary
functionbool CanGenerateOutputKeys ()))
functionbool OnStart ()))
functionbool OnTick (float delta))
Inherited Functions from MojoActions.TsAction
CanFastForwardSkip, CanSetDuration, DisableActionInMojo, Finish, GetHelpString, GetLength, GetNameString, GetSummaryString, GetTrackString, Message, ModifiesActorLocation, OnFinish, OnStart, OnTick, resetInterpolation, ShouldShowSubtitles, Start, Tick, tickInterpolation
Inherited Functions from MojoCore.TsMojoAction
CanAcceptSubactions, CanBeUsedWith, CanFastForwardSkip, CanGenerateOutputKeys, CanSetDuration, DisableActionInMojo, EndCutscene, Finish, GetDuration, GetHelpString, GetNameString, GetSummaryString, GetTrackString, Interrupt, IsSubaction, ModifiesActorLocation, OnDelete, Pause, ResolveActorRef, Resume, SetDuration, Start, Tick


Variables Detail

TsActionFakeShoot

bHitPlayers Source code

var(TsActionFakeShoot) bool bHitPlayers;
Whether the projectile collides with characters

bHitWorld Source code

var(TsActionFakeShoot) bool bHitWorld;
Whether the projectile collides with the world

bManualTargetPoint Source code

var(TsActionFakeShoot) bool bManualTargetPoint;
Set this to true to specify the target point of the projectile

OriginBone Source code

var(TsActionFakeShoot) Name OriginBone;
The bone at which the projectile starts. If none, it starts at the actor's position

ShotgunAmount Source code

var(TsActionFakeShoot) int ShotgunAmount;
If not 0, then multiple projectiles are created in a shotgun effect

ShotgunSpread Source code

var(TsActionFakeShoot) float ShotgunSpread;
The amount of spread in the shotgun blast

TargetPoint Source code

var(TsActionFakeShoot) MojoKeyframe TargetPoint;
If bManualTargetPoint is true, the projectile will fly towards this location

WeaponClass Source code

var(TsActionFakeShoot) class<Weapon> WeaponClass;
The reference class for the spawned projectile

WeaponFlareClass Source code

var(TsActionFakeShoot) class<Emitter> WeaponFlareClass;
The weapon flare emitter used


Functions Detail

CanGenerateOutputKeys Source code

function bool CanGenerateOutputKeys ( ) )

OnStart Source code

function bool OnStart ( ) )

OnTick Source code

function bool OnTick ( float delta) )


Defaultproperties

defaultproperties
{
	DName			="Fake Weapon Shoot"
	Track			="Effects"
	Help			="Spawn a faked projectile from the given bone"
	FastForwardSkip = true


	WeaponClass		=class'Spinfusor'
	OriginBone		="bip01 rhand"
	bHitWorld		=true
	bHitPlayers		=false


	shotgunSpread	=0.4
}

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Creation time: st 23.5.2018 00:10:37.405 - Created with UnCodeX