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UE3:UTProj_BioShot (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot

Contents

Package: 
UTGameContent
Direct subclasses:
UTProj_BioGlob, UTProj_BioGlobling

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
Member Value
Pitch 30000
Roll 0
Yaw 0
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
Member Value
Pitch 50000
Roll 0
Yaw 0

[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

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


[edit] PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


[edit] Shutdown

simulated event Shutdown ()

Overrides: UTProjectile.Shutdown

Clean up

[edit] Other instance functions

[edit] Explode

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

Overrides: UTProjectile.Explode

Explode this glob

[edit] GrowCollision

simulated function GrowCollision ()


[edit] MyOnParticleSystemFinished

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


[edit] SpawnExplosionEffects

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects

[edit] States

[edit] Flying

Modifiers: auto

[edit] Flying.HitWall

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

Overrides: Projectile.HitWall (global)


[edit] Flying.Landed

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

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

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

Overrides: UTProjectile.ProcessTouch (global)


[edit] OnGround

[edit] OnGround.BeginState

simulated event BeginState (name PreviousStateName)

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

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

Overrides: Projectile.HitWall (global)


[edit] OnGround.TakeDamage

simulated event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

simulated event Timer ()

Overrides: Actor.Timer (global)


[edit] OnGround.ProcessTouch

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

Overrides: UTProjectile.ProcessTouch (global)


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