For example:
Code:
class UTAttachment_RocketLauncher extends UTWeaponAttachment;
/** list of anims to play for loading the RL */
var array<name> LoadUpAnimList;
simulated function FireModeUpdated(byte FiringMode, bool bViaReplication)
{
if (FiringMode == 1 && Instigator.FlashCount == 0)
{
UTAnimNodeSequence(Mesh.Animations).PlayAnimationSet(LoadUpAnimList, 0.5, false);
}
else
{
Mesh.StopAnim();
}
}
simulated function ThirdPersonFireEffects(vector HitLocation)
{
Super.ThirdPersonFireEffects(HitLocation);
Mesh.StopAnim();
}
/**
* Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
*/
simulated function SplitScreenEffects(vector HitLocation)
{
Super.SplitScreenEffects(HitLocation);
//Mesh.StopAnim();
}
simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation)
{
Super.FirstPersonFireEffects(PawnWeapon, HitLocation);
Mesh.StopAnim();
}
defaultproperties
{
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_3P'
AnimSets[0]=AnimSet'WP_RocketLauncher.Anims.K_WP_RocketLauncher_3P'
Translation=(X=1,Y=-1,Z=0)
Rotation=(Roll=1000)
Scale=1.1
End Object
MuzzleFlashSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate=WP_RocketLauncher.Effects.P_WP_RockerLauncher_3P_Muzzle_Flash
MuzzleFlashDuration=0.33;
MuzzleFlashLightClass=class'UTGame.UTRocketMuzzleFlashLight'
WeaponClass=class'UTWeap_RocketLauncher'
LoadUpAnimList[0]=WeaponAltFireQueue1
LoadUpAnimList[1]=WeaponAltFireQueue2
LoadUpAnimList[2]=WeaponAltFireQueue3
FireAnim=WeaponFire
}
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