My program doesn't have bugs. It just develops random features.
UE1:GLGrenade (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Projectile >> GLGrenade |
Contents |
- Package:
- UPak
- Direct subclass:
- GLDetGrenade
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
GLGrenade.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $
[edit] Properties
[edit] AvoidThisSpot
Type: LocationAvoider
[edit] bAvoiderSet
Type: bool
[edit] bBubbling
Type: bool
[edit] bCanHitOwner
Type: bool
[edit] bHitWater
Type: bool
[edit] bSmoking
Type: bool
[edit] bVelDecreaser
Type: bool
[edit] Count
Type: float
[edit] NumExtraGrenades
Type: int
[edit] SmokeRate
Type: float
[edit] TrailModifier
Type: float
[edit] WarnTarget
Type: ScriptedPawn
warn this pawn away
[edit] Default values
| Property | Value | ||||
|---|---|---|---|---|---|
| AmbientGlow | 128 | ||||
| AnimSequence | 'WingIn' | ||||
| bBounce | True | ||||
| bFixedRotationDir | True | ||||
| bNetTemporary | False | ||||
| bProjTarget | True | ||||
| CollisionHeight | 4.75 | ||||
| CollisionRadius | 4.6 | ||||
| Damage | 90.0 | ||||
| DesiredRotation |
|
||||
| DrawScale | 1.5 | ||||
| ImpactSound | Sound'UPak.GrenadeLauncher.GrenadeHit' | ||||
| Mass | 25.0 | ||||
| MaxSpeed | 1000.0 | ||||
| Mesh | LodMesh'UPak.Grenade' | ||||
| MomentumTransfer | 75000 | ||||
| Physics | PHYS_Falling | ||||
| RemoteRole | ROLE_SimulatedProxy | ||||
| Skin | Texture'UPak.Grenade.Jgrenade1' | ||||
| SoundPitch | 128 | ||||
| SoundRadius | 64 | ||||
| Speed | 600.0 | ||||
| Texture | Texture'UPak.Grenade.Jgrenade1' |
[edit] Functions
[edit] Events
[edit] BeginPlay
simulated event BeginPlay ()
Overrides: Actor.BeginPlay
[edit] Destroyed
event Destroyed ()
Overrides: Actor.Destroyed
[edit] HitWall
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Projectile.HitWall
[edit] Landed
simulated event Landed (Object.Vector HitNormal)
Overrides: Actor.Landed
[edit] PostBeginPlay
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
[edit] TakeDamage
event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, name DamageType)
Overrides: Actor.TakeDamage
[edit] Tick
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
[edit] Timer
simulated event Timer ()
Overrides: Actor.Timer
[edit] ZoneChange
simulated event ZoneChange (ZoneInfo NewZone)
Overrides: Actor.ZoneChange
[edit] Other instance functions
[edit] Explosion
simulated function Explosion (Object.Vector HitLocation)
[edit] ProcessTouch
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch
