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UE1:UPakRocket (RTNP)

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RTNP Object >> Actor >> Projectile >> UPakRocket

Contents

Package: 
UPak
Direct subclass:
TowRocket

UPakRocket.uc $Author: Deb $ $Date: 4/23/99 12:14p $ $Revision: 1 $

[edit] Properties

[edit] bBubbling

Type: bool


[edit] bHitWater

Type: bool


[edit] bRing

Type: bool


[edit] bSmoking

Type: bool


[edit] bWaterStart

Type: bool


[edit] Count

Type: float


[edit] InitialDir

Type: Object.Vector


[edit] MagnitudeVel

Type: float


[edit] NumExtraRockets

Type: int


[edit] OldVel

Type: Object.Vector


[edit] Sequence

Type: int


[edit] SmokeRate

Type: float


[edit] SpeedModifier

Type: float


[edit] Default values

Property Value
AmbientGlow 96
AnimSequence 'Armed'
bBounce True
bFixedRotationDir True
bProjTarget True
bUnlit True
CollisionHeight 2.0
CollisionRadius 8.5
Damage 80.0
LifeSpan 0.0
MaxSpeed 2500.0
Mesh LodMesh'UPak.rocketL'
MomentumTransfer 8500
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Roll 95000
SoundRadius 128
SoundVolume 255
Speed 850.0

[edit] Functions

[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] Other instance functions

[edit] ControlledHurtRadius

function ControlledHurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)


[edit] ControlledHurtRadiusNoRJ

function ControlledHurtRadiusNoRJ (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)


[edit] States

[edit] Flying

Modifiers: auto

[edit] Flying.AnimEnd

simulated event AnimEnd ()

Overrides: Actor.AnimEnd (global)


[edit] Flying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Flying.ZoneChange

simulated event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


[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)