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  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    140

    Default Possible to add socket to interpactor?

    I have an interpactor laser mesh that I have that I move around on the screen. Now what I want to do is have a laser particle beam shoot out from it. I saw a reply by Pranav that said to add a socket to a weapon and then attach a particle effect to it.

    Now I was hoping that there was a way to attach a socket to this laser object. Is this possible?


    Code:
    class BlockGameLaser extends DynamicSMActor_Spawnable
    	implements(ITouchable) 
    	placeable;
    
    DefaultProperties
    {
    	Begin Object Class=StaticMeshComponent Name=BaseLaser
    		StaticMesh=BlockPackage.TempLaser
    		LightEnvironment=MyLightEnvironment
    		WireframeColor=(B=255,G=0,R=255,A=255)
    		RBCollideWithChannels=(Default=True)
    	End Object
    	StaticMeshComponent=BaseLaser
    
    	Physics=PHYS_Interpolating
    	RemoteRole=ROLE_None
    	bAlwaysRelevant=True
    	bOnlyDirtyReplication=True
    	bBlocksTeleport=True
    	bMoveIgnoresDestruction=False
    	NetUpdateFrequency=1.000000
    	NetPriority=2.700000
    	CollisionComponent=BaseLaser
    
    	Components.Add(MyLightEnvironment)
    	Components.Add(BaseLaser)
    
    	ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
    
    	bCollideWorld=True
    	DrawScale = 1.0
    	bStatic=False
    	bMovable=True
    	SupportedEvents.Add(class'SeqEvent_LaserPause')
    }

  2. #2
    Redeemer
    Join Date
    Dec 2008
    Location
    Germany
    Posts
    1,236

    Default

    Sockets are for SkeletalMeshes only, not for Statics!

    You could probably new() a SkeletalMeshSocket (or a custom subclass of it) on a StaticMesh though...
    Problem would be that native final function bool GetSocketWorldLocationAndRotation(name InSocketName, out vector OutLocation, optional out rotator OutRotation, optional int Space ); is in SkeletalMeshComponent (Weapons are usually animated and have a bone setup, therefore you can add sockets to those)

    Possible solution to think about: Directly attach the particle effect to the static mesh, without the unnecessary way "staticmeshcomponent --> socket; socket --> particle effect"

    UDN - SkeletalMeshSockets

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    140

    Default

    Thanks for the reply! It was helpful and I'll take a look into doing something along the lines of what you had recommended, with regards to attaching directly


 

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