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UE2:Projectile (UT2004)

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UT2004 Object >> Actor >> Projectile
Package: 
Engine
Direct subclasses:
FlakChunk, BioGlob, FX_SpaceFighter_InstantHitLaser, 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
Known custom subclasses:
Crusha/DynamicWeather, Crusha/DynamicWeather/DWHail, Crusha/DynamicWeather/DWMeteor, Crusha/DynamicWeather/DWRealRain
This class in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT3, UDK

A delayed-hit projectile that moves around for some time after it is created.


Properties

bNoFX

Type: bool

Used to prevent effects when projectiles are destroyed. (see e.g. LimitationVolume)

bReadyToSplash

Type: bool

Set during PostBeginPlay() to prevent the projectile from causing a splash effect at spawn-time.

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).

bSpecialCalcView

Type: bool

Use the projectile's SpecialCalcView function instead of letting the PlayerController handle the camera

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.

Damage

Type: float

The projectile's impact damage.

DamageRadius

Type: float

The projectile's explosion damage radius.

Default value: 220.0

ExplosionDecal

Type: class<Projector>

A decal to spawn when hitting a wall.

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.

HurtWall

Type: Actor

Set during HitWall if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance.

ImpactSound

Type: Sound

A sound effect to play when exploding.

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.

LastTouched

Type: Actor

Set during Touch to the touched actor. The radius damage to this actor is not reduced by distance.

MaxEffectDistance

Type: float


MaxSpeed

Type: float

Limit on speed of projectile (0 means no limit)

Default value: 2000.0

MomentumTransfer

Type: float

Momentum magnitude imparted by impacting projectile.

MyDamageType

Type: class<DamageType>

This projectile's damage type.

Default value: Class'Engine.DamageType'

SpawnSound

Type: Sound

Sound made when projectile is spawned.

Speed

Type: float

Initial speed of projectile.

TossZ

Type: float


Default value: 100.0

ZeroCollider

Type: Actor


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

Functions

Static functions

GetRange

simulated static function float 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.

Events

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


HitWall

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

Overrides: Actor.HitWall


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostRender2D

simulated event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)


Touch

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

BlowUp

simulated function BlowUp (Object.Vector HitLocation)


CanSplash

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


CheckMaxEffectDistance

simulated function bool CheckMaxEffectDistance (PlayerController P, Object.Vector SpawnLocation)

Overrides: Actor.CheckMaxEffectDistance


ClientSideTouch

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


DelayedHurtRadius

simulated function DelayedHurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


HurtRadius

simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)

Overrides: Actor.HurtRadius


IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary


ProcessTouch

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


RandSpin

simulated final function RandSpin (float spinRate)


Reset

function Reset ()

Overrides: Actor.Reset


SpecialCalcView

function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, bool bBehindView)