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Core.Object | +-- MojoCore.TsMojoAction | +-- MojoActions.TsAction | +-- Gameplay.TsActionFakeShoot
TsSubactionFakeShoot
Variables Summary | |
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TsActionFakeShoot | |
bool | bHitPlayers |
bool | bHitWorld |
bool | bManualTargetPoint |
Name | OriginBone |
int | ShotgunAmount |
float | ShotgunSpread |
MojoKeyframe | TargetPoint |
class<Weapon> | WeaponClass |
class<Emitter> | WeaponFlareClass |
Inherited Variables from MojoActions.TsAction |
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bShowSubtitles, DisableInMojo, DName, FastForwardSkip, Help, interpolator, interpTime, ModifiesLocation, Track, UsesDuration |
Inherited Variables from MojoCore.TsMojoAction |
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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 |
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Inherited Structures from MojoCore.TsMojoAction |
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MojoActorRef, MojoAnimation, MojoKeyframe, MojoTimedKeyframe |
Functions Summary | ||
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bool | CanGenerateOutputKeys ())) | |
bool | OnStart ())) | |
bool | OnTick (float delta)) |
Variables Detail |
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Whether the projectile collides with characters
Whether the projectile collides with the world
Set this to true to specify the target point of the projectile
The bone at which the projectile starts. If none, it starts at the actor's position
If not 0, then multiple projectiles are created in a shotgun effect
The amount of spread in the shotgun blast
If bManualTargetPoint is true, the projectile will fly towards this location
The reference class for the spawned projectile
The weapon flare emitter used
Functions Detail |
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Defaultproperties |
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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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