ShockBeamEffect
Properties
- vector HitNormal
- HunterKiller: The HitNormal is an orthogonal vector to the hit location. Like, If you are facing a wall, and you shoot it, the hit location vector is a line from you to the wall. The normal of this line is the wall. (I thought I should explain this somewhere)
Methods
- AimAt (Vector hl, Vector hn)
- Set HitNormal property;
- Tell the clients to create the visual effects if not a Dedicated Server;
- SpawnEffects ( ) [simulated]
In resume, this function finds where the effects should came from (like, the tip of the weapon's barrel)
- If we are in 1st person, the muzzle flash spawn point is got from the Weapon GetEffectStart function;
- In 3rd person, it uses the WeaponAttachment GetTipLocation function
- Spawn some effects in the hit location, aligned to the hit normal;
This are the effects spawned in the hit location
And this is the beam itself:
- ShockBeamCoil?
Coil = Spawn(class'ShockBeamCoil',,, Location, Rotation); if (Coil != None) { Coil.mSpawnVecA = mSpawnVecA; }
HunterKiller: Remembering: Location was set in the muzzle flash routines, and is the tip of the weapon. mSpawnVecA is the HitLocation. With this set, you will have a beam getting out from your weapons tip to the desired location.
Known Subclasses
Comments
HunterKiller: Following Wormbo advices.
Wormbo: Some more adjustments... We usually use "; functionname (parameters) : description
" for function declarations. Use the <wiki>...</wiki> tags if you need to put really complex stuff into the description part. Stuff like "What's a HitNormal" should be explained in a place like the vector introduction on the UnrealScript Lessons page. Maybe a page for explaining details that would be a good idea? (A discussion about this can be found at Guidelines On General Style.)