My program doesn't have bugs. It just develops random features.

UE1:Rocket (RTNP)

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RTNP Object >> Actor >> Projectile >> Rocket

Contents

Package: 
UnrealShare
This class in other games:
U1, UT

rocket.

[edit] Properties

[edit] bHitWater

Type: bool


[edit] bRing

Type: bool


[edit] bWaterStart

Type: bool


[edit] Count

Type: float


[edit] InitialDir

Type: Object.Vector


[edit] MagnitudeVel

Type: float


[edit] NumExtraRockets

Type: int


[edit] Seeking

Type: Actor


[edit] SmokeRate

Type: float


[edit] Default values

Property Value
AmbientGlow 96
AmbientSound Sound'UnrealShare.General.Brufly1'
AnimSequence 'Armed'
bBounce True
bCorona True
bUnlit True
Damage 85.0
DrawScale 0.05
ImpactSound Sound'UnrealShare.Eightball.GrenadeFloor'
LifeSpan 6.0
LightBrightness 126
LightEffect LE_NonIncidence
LightHue 28
LightRadius 6
LightSaturation 64
LightType LT_Steady
MaxSpeed 1600.0
Mesh LodMesh'UnrealShare.RocketM'
MomentumTransfer 80000
RemoteRole ROLE_SimulatedProxy
Skin FireTexture'UnrealShare.Effect16.fireeffect16'
SoundRadius 9
SoundVolume 255
SpawnSound Sound'UnrealShare.Eightball.Ignite'
Speed 900.0

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] States

[edit] Flying

Modifiers: auto

[edit] Flying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Flying.ZoneChange

simulated event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


[edit] Flying.BlowUp

function BlowUp (Object.Vector HitLocation, RingExplosion r)


[edit] Flying.Explode

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

Overrides: Projectile.Explode (global)


[edit] Flying.ProcessTouch

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

Overrides: Projectile.ProcessTouch (global)