I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:BioGlob (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Actor >> Projectile >> BioGlob
Package: 
XWeapons
Direct subclass:
ClassicBioGlob
This class in other games:
UT, UT2004

null

Properties[edit]

Property group 'BioGlob'[edit]

BaseDamage[edit]

Type: int


Default value: 20

bMergeGlobs[edit]

Type: bool


Default value: True

DripTime[edit]

Type: float


Default value: 1.8

ExplodeSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.BioRifle.BioRifleGoo1'

GloblingSpeed[edit]

Type: float


Default value: 200.0

MaxGoopLevel[edit]

Type: int


Default value: 5

RestTime[edit]

Type: float


Default value: 2.25

TouchDetonationDelay[edit]

Type: float

gives player a split second to jump to gain extra momentum from blast

Default value: 0.15

Internal variables[edit]

bCheckedSurface[edit]

Type: bool


bDrip[edit]

Type: bool


bNoFX[edit]

Type: bool


bOnMover[edit]

Type: bool


Fear[edit]

Type: AvoidMarker


GoopLevel[edit]

Type: int


Default value: 1

GoopVolume[edit]

Type: float


Default value: 1.0

Rand3[edit]

Type: int


SurfaceNormal[edit]

Type: Object.Vector


Trail[edit]

Type: xEmitter


Default values[edit]

Property Value
AmbientGlow 80
bDynamicLight True
bNetTemporary False
bOnlyDirtyReplication True
bSwitchToZeroCollision True
CollisionHeight 2.0
CollisionRadius 2.0
Damage 23.0
DamageRadius 120.0
DrawScale 1.2
ImpactSound Sound'WeaponSounds.BioRifle.BioRifleGoo2'
LifeSpan 20.0
LightBrightness 190.0
LightEffect LE_QuadraticNonIncidence
LightHue 82
LightRadius 0.6
LightSaturation 10
LightType LT_Steady
Mesh Mesh'XWeapons_rc.GoopMesh'
MomentumTransfer 40000.0
MyDamageType Class'XWeapons.DamTypeBioGlob'
Physics PHYS_Falling
Skins[0] FinalBlend'GoopFB'
SoundRadius 100.0
SoundVolume 255
Speed 2000.0
TossZ 0.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


Other instance functions[edit]

BlowUp[edit]

function BlowUp (Object.Vector HitLocation)

Overrides: Projectile.BlowUp


MergeWithGlob[edit]

simulated function MergeWithGlob (int AdditionalGoopLevel)


SetGoopLevel[edit]

simulated function SetGoopLevel (int NewGoopLevel)


SplashGlobs[edit]

function SplashGlobs (int NumGloblings)


States[edit]

Flying[edit]

Modifiers: auto

Flying.HitWall[edit]

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

Overrides: Projectile.HitWall (global)


Flying.Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


Flying.ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch (global)


OnGround[edit]

OnGround.AnimEnd[edit]

simulated event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


OnGround.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


OnGround.TakeDamage[edit]

event TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage (global)


OnGround.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


OnGround.MergeWithGlob[edit]

simulated function MergeWithGlob (int AdditionalGoopLevel)

Overrides: MergeWithGlob (global)


OnGround.ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch (global)


Shriveling[edit]

Shriveling.AnimEnd[edit]

simulated event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


Shriveling.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Shriveling.ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch (global)