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UE3:UTProj_BioShot (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot |
- Package:
- UTGameContent
- Direct subclasses:
- UTProj_BioGlob, UTProj_BioGlobling
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bCheckedSurface
Type: bool
[edit] bExploded
Type: bool
[edit] bLanding
Type: bool
[edit] bOnMover
Type: bool
[edit] CeilingHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Ceiling'
[edit] DripTime
Type: float
Default value: 1.8
[edit] FearSpot
Type: UTAvoidMarker
used to notify AI of bio on the ground
[edit] FloorHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Floor'
[edit] GooDecalChoices
Type: array<MaterialInterface>
Default value, index 0: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'
Default value, index 1: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal_001'
[edit] GooDecalMaterial
Type: MaterialInstanceConstant
[edit] GooDecalTemplate
Type: MaterialInterface
Default value: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'
[edit] GooMesh
Type: MeshComponent
Default value: StaticMeshComponent'ProjectileMesh'
[edit] HitBioTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Blob_hits_Blob_Burst'
[edit] HitEmitter
Type: Emitter
[edit] HitMode
Type: HitType
[edit] HitPawnTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Player_Hit'
[edit] RemainingRestTime
Type: float
Modifiers: repnotify
[edit] RestTime
Type: float
Default value: 3.0
[edit] SteppedInSound
Type: SoundCue
sound to play on explosion due to being stepped in
Default value: SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactFizzle_Cue'
[edit] SurfaceNormal
Type: Object.Vector
[edit] WallHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Wall'
[edit] WallThreshold
Type: float
Default value: 0.3
[edit] Default values
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Buoyancy | 1.5 | ||||||||
| CheckRadius | 40.0 | ||||||||
| Components[1] | StaticMeshComponent'ProjectileMesh' | ||||||||
| Damage | 21.0 | ||||||||
| DesiredRotation |
|
||||||||
| ExplosionLightClass | Class'UTGame.UTBioExplosionLight' | ||||||||
| ExplosionSound | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue' | ||||||||
| ImpactSound | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue' | ||||||||
| LifeSpan | 12.0 | ||||||||
| MaxEffectDistance | 7000.0 | ||||||||
| MomentumTransfer | 40000.0 | ||||||||
| MyDamageType | Class'UTGameContent.UTDmgType_BioGoo' | ||||||||
| Physics | PHYS_Falling | ||||||||
| ProjExplosionTemplate | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Primary_PoP' | ||||||||
| RotationRate |
|
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
| Property | Value |
|---|---|
| CollideActors | True |
[edit] ProjectileMesh
Class: Engine.StaticMeshComponent
| Property | Value |
|---|---|
| bAcceptsLights | False |
| BlockActors | False |
| BlockRigidBody | False |
| bUseAsOccluder | False |
| CachedCullDistance | 12000.0 |
| CastShadow | False |
| CollideActors | False |
| CullDistance | 12000.0 |
| StaticMesh | StaticMesh'WP_BioRifle.Mesh.S_Bio_Ball' |
[edit] Enums
[edit] HitType
- HIT_None
- HIT_Wall
- HIT_Ceiling
- HIT_Floor
[edit] Functions
[edit] Events
[edit] Destroyed
Overrides: UTProjectile.Destroyed
[edit] PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
[edit] Shutdown
Overrides: UTProjectile.Shutdown
Clean up
[edit] Other instance functions
[edit] Explode
Overrides: UTProjectile.Explode
Explode this glob
[edit] GrowCollision
[edit] MyOnParticleSystemFinished
Overrides: UTProjectile.MyOnParticleSystemFinished
[edit] SpawnExplosionEffects
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects
[edit] States
[edit] Flying
Modifiers: auto
[edit] Flying.HitWall
Overrides: Projectile.HitWall (global)
[edit] Flying.Landed
Overrides: UTProjectile.Landed (global)
Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.
[edit] Flying.ProcessTouch
Overrides: UTProjectile.ProcessTouch (global)
[edit] OnGround
[edit] OnGround.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] OnGround.HitWall
Overrides: Projectile.HitWall (global)
[edit] OnGround.TakeDamage
Overrides: Actor.TakeDamage (global)
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
[edit] OnGround.Timer
Overrides: Actor.Timer (global)
[edit] OnGround.ProcessTouch
Overrides: UTProjectile.ProcessTouch (global)
