My program doesn't have bugs. It just develops random features.
UE1:Arc (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Projectile >> Arc |
Contents |
- Package:
- UnrealShare
- This class in other games:
- U1, UT
Arc.
[edit] Properties
[edit] Property group 'Arc'
[edit] SpriteAnim
Type: Texture
Array size: 8
Default value, index 0: Texture'UnrealShare.Effects.Arc1'
Default value, index 1: Texture'UnrealShare.Effects.Arc2'
Default value, index 2: Texture'UnrealShare.Effects.Arc3'
Default value, index 3: Texture'UnrealShare.Effects.Arc4'
Default value, index 4: Texture'UnrealShare.Effects.Arc5'
Default value, index 5: Texture'UnrealShare.Effects.Arc6'
Default value, index 6: Texture'UnrealShare.Effects.Arc7'
Default value, index 7: Texture'UnrealShare.Effects.Arc8'
[edit] Internal variables
[edit] i
Type: int
Stores a Tick-based index of which SpriteAnim to display. Cycles from 0 to 8.
[edit] X
Type: Object.Vector
Stores the X vector of Instigator.ViewRotation.
[edit] Y
Type: Object.Vector
Stores the Y vector of Instigator.ViewRotation.
[edit] Z
Type: Object.Vector
Stores the Z vector of Instigator.ViewRotation.
[edit] Default values
| Property | Value |
|---|---|
| Mesh | LodMesh'UnrealShare.arcM' |
| Skin | Texture'UnrealShare.Effects.Arc1' |
[edit] Events
[edit] HitWall
Overrides: Projectile.HitWall
Calls Destroy(), AKA Actor.Destroy.
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
Calls Super.PreBeginPlay (Actor.PreBeginPlay), then sets i to 0, then gets the current Instigator.ViewRotation, then sets Velocity.
[edit] Tick
Overrides: Actor.Tick
Every time it's called (if Level.NetMode isn't a dedicated server), Tick sets the Skin to the value within SpriteAnim matching i (AKA SpriteAnim[i]), then increases the value of i by 1 (i++). If i is equal to 8, i is reset to 0.
