Mostly Harmless

UE1:Projectile (UT)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT Object >> Actor >> Projectile

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

Type: class<Decal>

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

function bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(verify please)

[edit] HitWall

simulated function HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall

Handles the events after a BlockAll projectile hits a wall.

[edit] Touch

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch

Called when Actors and/or projectiles touch (verify please).
Calls HitWall and/or ProcessTouch.

[edit] Other instance functions

[edit] Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Calls Destroy(), Actor.Destroy in this case.

[edit] ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Empty function. Should be implemented in subclass.

[edit] RandSpin

simulated final function RandSpin (float spinRate)

Used to make projectiles randomly spin or rotate. (verify please)

Personal tools