I'm a doctor, not a mechanic
UE2:Projectile (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- BioGlob, FlakChunk, Flakshell, GasBagBelch, Grenade, KrallBolt, LinkProjectile, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile, TranslocatorBeacon
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2004, UT3
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Projectile.
A delayed-hit projectile that moves around for some time after it is created.
[edit] Properties
[edit] bSwitchToZeroCollision
Type: bool
[edit] Damage
Type: float
[edit] DamageRadius
Type: float
Default value: 220.0
[edit] ExplosionDecal
[edit] ExploWallOut
Type: float
distance to move explosions out from wall
[edit] ImpactSound
Type: Sound
[edit] InstigatorController
Type: Controller
[edit] MaxSpeed
Type: float
Limit on speed of projectile (0 means no limit)
Default value: 2000.0
[edit] MomentumTransfer
Type: float
Momentum magnitude imparted by impacting projectile.
[edit] MyDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
[edit] SpawnSound
Type: Sound
Sound made when projectile is spawned.
[edit] Speed
Type: float
Initial speed of projectile.
[edit] TossZ
Type: float
Default value: 100.0
[edit] ZeroCollider
Type: Actor
[edit] Default values
| Property | Value |
|---|---|
| bAcceptsProjectors | False |
| bCanBeDamaged | True |
| bCollideActors | True |
| bCollideWorld | True |
| bDisturbFluidSurface | True |
| bGameRelevant | True |
| bNetInitialRotation | True |
| bNetTemporary | True |
| bReplicateInstigator | True |
| bUnlit | True |
| bUseCylinderCollision | True |
| CollisionHeight | 0.0 |
| CollisionRadius | 0.0 |
| DrawType | DT_Mesh |
| LifeSpan | 14.0 |
| NetPriority | 2.5 |
| Physics | PHYS_Projectile |
| RemoteRole | ROLE_SimulatedProxy |
| SoundVolume | 0 |
| Texture | S_Camera |
[edit] Functions
[edit] Events
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
[edit] HitWall
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Actor.HitWall
[edit] Touch
simulated singular event Touch (Actor Other)
Overrides: Actor.Touch
[edit] Other instance functions
[edit] BlowUp
simulated function BlowUp (Object.Vector HitLocation)
[edit] ClientSideTouch
simulated function ClientSideTouch (Actor Other, Object.Vector HitLocation)
[edit] DelayedHurtRadius
simulated function DelayedHurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
[edit] Explode
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
[edit] ProcessTouch
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
[edit] RandSpin
simulated final function RandSpin (float spinRate)
