My program doesn't have bugs. It just develops random features.
UE1:Projectile (UT)
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Contents |
- Package:
- Engine
- Direct subclasses:
- Arc, Arrow, BigRock, BioGel, BruteProjectile, CannonShot, Chunk, DispersionAmmo, EnergyBolt, FlakShell, Flakslug, ForceFieldProj, Fragment, GasbagBelch, Grenade, KraalBolt, MTracer, PBolt, PeaceRocket, PlasmaSphere, Plasma, Razor2, RazorBlade, RocketMk2, Rocket, ShellCase, ShockProj, SkaarjProjectile, SlithProjectile, StingerProjectile, TazerProj, TentacleProjectile, Tracer, TranslocatorTarget, UTChunk, UTFlakShell, UT_BioGel, UT_Grenade, UT_ShellCase, WarShell, WarlordRocket
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3
Projectile.
A delayed-hit projectile moves around for some time after it is created. An instant-hit projectile acts immediately.
[edit] Properties
[edit] Property group 'Projectile'
[edit] Damage
Type: float
Damage done by projectile (used with TakeDamage).
[edit] ExplosionDecal
Decal to spawn upon explosion.
[edit] ExploWallOut
Type: float
Distance to move explosions out from walls.
[edit] ImpactSound
Type: Sound
Sound made when a projectile hits something.
[edit] MaxSpeed
Type: float
Maximum speed a projectile can move at.
Default value: 2000.0
[edit] MiscSound
Type: Sound
Miscellaneous Sound.
[edit] MomentumTransfer
Type: int
Momentum imparted by impacting projectile.
[edit] MyDamageType
Type: name
Damage type of the projectile.
[edit] SpawnSound
Type: Sound
Sound made when projectile is spawned.
[edit] Speed
Type: float
Initial speed of projectile.
[edit] Default values
| Property | Value |
|---|---|
| bCollideActors | True |
| bCollideWorld | True |
| bDirectional | True |
| bGameRelevant | True |
| bNetTemporary | True |
| bReplicateInstigator | True |
| CollisionHeight | 0.0 |
| CollisionRadius | 0.0 |
| DrawType | DT_Mesh |
| LifeSpan | 140.0 |
| NetPriority | 2.5 |
| Physics | PHYS_Projectile |
| SoundVolume | 0 |
| Texture | Texture'Engine.S_Camera' |
[edit] Functions
[edit] Events
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
(verify please)
[edit] HitWall
Overrides: Actor.HitWall
Handles the events after a BlockAll projectile hits a wall.
[edit] Touch
Overrides: Actor.Touch
Called when Actors and/or projectiles touch (verify please).
Calls HitWall and/or ProcessTouch.
[edit] Other instance functions
[edit] Explode
Calls Destroy(), Actor.Destroy in this case.
[edit] ProcessTouch
Empty function. Should be implemented in subclass.
[edit] RandSpin
Used to make projectiles randomly spin or rotate. (verify please)
