I'm a doctor, not a mechanic

UE2:ONSAutoBomber (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> ONSAutoBomber
Package: 
OnslaughtFull

null

Properties

Property group 'ONSAutoBomber'

ShakeOffsetMag

Type: Object.Vector

max view offset vertically

Default value:

Member Value
Z 10.0

ShakeOffsetRate

Type: Object.Vector

how fast to offset view vertically

Default value:

Member Value
Z 200.0

ShakeOffsetTime

Type: float

how much time to offset view

Default value: 10.0

ShakeRotMag

Type: Object.Vector

how far to rot view

Default value:

Member Value
Z 250.0

ShakeRotRate

Type: Object.Vector

how fast to rot view

Default value:

Member Value
Z 2500.0

ShakeRotTime

Type: float

how much time to rot the instigator's view

Default value: 6.0

Internal variables

BombClass

Type: class<Projectile>


Default value: Class'OnslaughtFull.ONSAutoBomberBomb'

BombRange

Type: float


Default value: 5000.0

BombTargetCenter

Type: Object.Vector


bShotDown

Type: bool


Damage

Type: float


Default value: 250.0

DamageRadius

Type: float


Default value: 2000.0

DelayedDamageInstigatorController

Type: Controller


DyingEffect

Type: Emitter


DyingEffectClass

Type: class<Emitter>


Default value: Class'OnslaughtFull.ONSAutoBomberDeathFlames'

Health

Type: int


Default value: 150

MinSpeed

Type: float


Default value: 2000.0

MomentumTransfer

Type: float


Default value: 200000.0

MyDamageType

Type: class<DamageType>


Default value: Class'XWeapons.DamTypeRedeemer'

Speed

Type: float


Default value: 10000.0

Team

Type: byte


Default value: 255

Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bBlockKarma True
bCollideActors True
bCollideWorld True
bNetNotify True
bUpdateSimulatedPosition True
CollisionHeight 75.0
CollisionRadius 200.0
DrawType DT_Mesh
Mesh Mesh'ONSFullAnimations.Bomber'
Physics PHYS_Flying
RemoteRole ROLE_SimulatedProxy

Functions

Events

Bump

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


HitWall

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

Overrides: Actor.HitWall


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage

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

Overrides: Actor.TakeDamage


Tick

simulated event Tick (float deltaTime)

Overrides: Actor.Tick


Timer

event Timer ()

Overrides: Actor.Timer


Touch

event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

Bomb

function Bomb (Object.Vector Target)


IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary


SetDelayedDamageInstigatorController

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


States

BlowingUp

Extends: ShotDown

BlowingUp.BeginState

simulated event BeginState ()

Overrides: ShotDown.BeginState


BlowingUp.Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: ShotDown.Landed


ShotDown

ShotDown.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


ShotDown.HitWall

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

Overrides: HitWall (global)


ShotDown.Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


ShotDown.TakeDamage

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

Overrides: TakeDamage (global)


ShotDown.Tick

simulated event Tick (float deltaTime)

Overrides: Tick (global)


ShotDown.Timer

event Timer ()

Overrides: Timer (global)