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UE2:U2Projectile (U2XMP)

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U2XMP Object >> Actor >> Projectile >> U2Projectile

Contents

Package: 
U2
Direct subclasses:
ProjectileAltRocket, ProjectileAraknidBase, ProjectileAssaultExplosion, ProjectileAssaultRoundAlt, ProjectileAssaultRound, ProjectileAutoTurret, ProjectileBlackHole, ProjectileDispersionAlt2, ProjectileDispersionAlt, ProjectileDispersion, ProjectileEMP, ProjectileEMPimp, ProjectileEnergyBeam, ProjectileEnergyRelay, ProjectileFieldGeneratorAlt, ProjectileFieldGenerator, ProjectileFlameThrowerGel, ProjectileGrenade, ProjectileHeavyRocket, ProjectileLaserBeam, ProjectileLeech, ProjectileMiniRocket, ProjectilePistolBullet, ProjectileProximitySensor, ProjectileQuantumWave, ProjectileRocketTurret, ProjectileShotgun, ProjectileSkaarjBase, ProjectileTakkra

U2Projectile.uc $Author: Ascheidecker $ $Date: 11/28/02 10:11p $ $Revision: 32 $

[edit] Properties

[edit] Property group 'U2Projectile'

[edit] bNoFalloff

Type: bool

Falloff parm for HurtRadius.

[edit] BounceDamping

Type: float


[edit] BounceSoundRadius

Type: float


[edit] ExplosionEffect

Type: class<Actor>


[edit] ExplosionSound

Type: Sound


[edit] Health

Type: float


[edit] ImpactHandlerClass

Type: class<ImpactHandler>


[edit] MoveParticleEffect

Type: ParticleSalamander


[edit] ParticleEffect

Type: ParticleSalamander


[edit] ShakeDuration

Type: float


[edit] ShakeMagnitude

Type: float


[edit] ShakeRadius

Type: float


[edit] SplashDrawScale

Type: float


Default value: 0.2

[edit] WaterParticleEffect

Type: ParticleSalamander


[edit] Internal variables

[edit] bExplodeImpactSound

Type: bool

whether to play impact sound when exploding (e.g. false for grenades)

Default value: True

[edit] bGotVelocity

Type: bool


[edit] FirstTick

Type: float


[edit] HitSal

Type: ParticleSalamander


[edit] LifeSpanOnBounce

Type: float


[edit] MoveSal

Type: ParticleSalamander


[edit] StopNormalZ

Type: float


Default value: 0.5

[edit] Default values

Property Value
bNetTemporary False
TransientSoundRadius 500.0

[edit] Functions

[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] HitWallEx

simulated event HitWallEx (Actor.CheckResult Hit)

Overrides: Actor.HitWallEx


[edit] LandedEx

simulated event LandedEx (Actor.CheckResult Hit)

Overrides: Actor.LandedEx


[edit] PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] Other instance functions

[edit] AdjustTraceFireHit

function AdjustTraceFireHit (out Actor.CheckResult Hit)


[edit] Explode

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

Overrides: Projectile.Explode


[edit] ExplodeEx

simulated function ExplodeEx (Actor.CheckResult Hit)


[edit] GetLifeSeconds

simulated function float GetLifeSeconds ()


[edit] PostRecvVelocity

simulated function PostRecvVelocity ()

Overrides: Projectile.PostRecvVelocity


[edit] ProcessTouch

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch


[edit] ResetLifeSeconds

simulated function ResetLifeSeconds ()


[edit] SetLifespanOnBounce

function SetLifespanOnBounce (float DesiredLifeSpan)


[edit] ShouldSpawnEffect

simulated function bool ShouldSpawnEffect ()


[edit] SpawnEffect

simulated function ParticleSalamander SpawnEffect ()


[edit] TakeDamage

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

Overrides: Actor.TakeDamage


[edit] TryExplodeEx

simulated function TryExplodeEx (Actor.CheckResult Hit)


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