I'm a doctor, not a mechanic
UE2:Projectile (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- BioGlob, FX_SpaceFighter_InstantHitLaser, FlakChunk, Flakshell, GasBagBelch, Grenade, KrallBolt, LinkProjectile, ONSAVRiLRocket, ONSAttackCraftMissle, ONSBomb, ONSBomberRocketProjectile, ONSDecoy, ONSDualACRocket, ONSGrenadeProjectile, ONSMASRocketProjectile, ONSMineProjectile, ONSMortarShell, ONSPlasmaProjectile, ONSRVWebProjectile, ONSRocketProjectile, PROJ_LinkTurret_Plasma, PROJ_Sentinel_Laser, PROJ_SpaceFighter_Rocket, PROJ_TurretSkaarjPlasma, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile, TracerProjectile, TranslocatorBeacon
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT3
A delayed-hit projectile that moves around for some time after it is created.
| Please help improve this article or section by expanding it. |
[edit] Properties
[edit] bNoFX
Type: bool
Used to prevent effects when projectiles are destroyed. (see e.g. LimitationVolume)
[edit] bReadyToSplash
Type: bool
Set during PostBeginPlay() to prevent the projectile from causing a splash effect at spawn-time.
[edit] bScriptPostRender
Type: bool
If true, PostRender2D() gets called for the projectile. Actually only used by the ONSAVRiLRocket to highlight incoming AVRiLs for Cicada gunners (ONSDualACGatlingGunPawn).
[edit] bSpecialCalcView
Type: bool
Use the projectile's SpecialCalcView function instead of letting the PlayerController handle the camera
[edit] bSwitchToZeroCollision
Type: bool
If the projectile's collision cylinder is non-zero and it hits an actor with bBlockNonZeroExtentTraces=False, try collision with zero-extent collision instead.
[edit] Damage
Type: float
The projectile's impact damage.
[edit] DamageRadius
Type: float
The projectile's explosion damage radius.
Default value: 220.0
[edit] ExplosionDecal
A decal to spawn when hitting a wall.
[edit] ExploWallOut
Type: float
The actual explosion center is moved away from the wall impact location along the hit normal by this amount. This prevents visibility test traces from getting stuck in the wall.
[edit] HurtWall
Type: Actor
Set during HitWall if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance.
[edit] ImpactSound
Type: Sound
A sound effect to play when exploding.
[edit] InstigatorController
Type: Controller
The Controller of the Instigator. This is set at spawn-time so long living projectiles can be associated with their owning player even if that player dies before the projectile causes damage.
[edit] LastTouched
Type: Actor
Set during Touch to the touched actor. The radius damage to this actor is not reduced by distance.
[edit] MaxEffectDistance
Type: float
[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>
This projectile's damage type.
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] Static functions
[edit] GetRange
Calculates and returns the projectile's range, based on the default MaxSpeed and LifeSpan. If the projectile has an infinite default lifespan (0.0), a range of 15000.0 is assumed.
[edit] Events
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
[edit] HitWall
Overrides: Actor.HitWall
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] PostRender2D
[edit] Touch
Overrides: Actor.Touch
[edit] Other instance functions
[edit] BlowUp
[edit] CanSplash
Overrides: Actor.CanSplash
[edit] CheckMaxEffectDistance
Overrides: Actor.CheckMaxEffectDistance
[edit] ClientSideTouch
[edit] DelayedHurtRadius
[edit] Explode
[edit] HurtRadius
Overrides: Actor.HurtRadius
[edit] IsStationary
Overrides: Actor.IsStationary
[edit] ProcessTouch
[edit] RandSpin
[edit] Reset
Overrides: Actor.Reset
