I love the smell of UnrealEd crashing in the morning. – tarquin

Search results

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Page title matches

Page text matches

  • | parent1 = Projectile | {{tl|bSwitchToZeroCollision||Projectile}}
    5 KB (585 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|bSwitchToZeroCollision||Projectile}}
    6 KB (632 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}} '''SpawnProjectile''' ({{tl|Vector|Object|structs}} '''Start'''
    3 KB (290 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}} '''SpawnProjectile''' ({{tl|Vector|Object|structs}} '''Start'''
    3 KB (293 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    661 B (67 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    664 B (67 words) - 10:11, 17 May 2008
  • ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}}
    14 KB (1,441 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (302 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (301 words) - 10:10, 17 May 2008
  • | parent1 = Projectile '''Overrides:''' {{tl|Explode|Projectile}}
    2 KB (181 words) - 10:11, 17 May 2008
  • | parent1 = Projectile '''Overrides:''' {{tl|PostBeginPlay|Projectile}}
    2 KB (185 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    370 B (40 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    369 B (40 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    2 KB (239 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|DamageRadius||Projectile}}
    7 KB (775 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|DamageRadius||Projectile}}
    7 KB (818 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (352 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    2 KB (269 words) - 10:10, 17 May 2008
  • | parent1 = Projectile
    801 B (81 words) - 10:10, 17 May 2008
  • | parent1 = Projectile '''Overrides:''' {{tl|PostBeginPlay|Projectile}}
    1 KB (136 words) - 19:05, 20 November 2009
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    3 KB (284 words) - 10:11, 17 May 2008
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector| {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    7 KB (699 words) - 10:10, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> projectile class for the pod attack
    13 KB (1,459 words) - 10:10, 17 May 2008
  • ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}} ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}}
    50 KB (5,082 words) - 10:10, 17 May 2008
  • ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}} ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}}
    65 KB (6,473 words) - 10:10, 17 May 2008
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector| {{code|function [[float]]&nbsp;'''GetDamageRadius''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''')}}
    27 KB (2,671 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> {{code|function {{cl|Projectile}}&nbsp;'''HandleSpawnShot''' ([[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp
    12 KB (1,275 words) - 10:10, 17 May 2008
  • lead target with non-weapon based projectile attacks odds NPC will use high projectile trajectory (if target inside range)
    16 KB (1,983 words) - 10:10, 17 May 2008
  • | parent1 = Projectile '''Overrides:''' {{tl|Explode|Projectile}}
    6 KB (588 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    3 KB (324 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''HandleSpawnShot''' ([[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp
    5 KB (431 words) - 10:10, 17 May 2008
  • used for aiming particle-based "projectile" weapons ; [[bool]] AutoAim : aim particle as though it was a projectile spawned via ProjectileFire.
    15 KB (1,856 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...sp;'''AdjustProjectileAim''' ([[bool]]&nbsp;'''bAltFire''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', {{tl|Vector|Object|structs}}&nbsp;'''projSta
    19 KB (1,875 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''')}}
    8 KB (873 words) - 10:10, 17 May 2008
  • {{code|function '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} {{code|function '''ShootMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    15 KB (1,549 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|BounceSound||Projectile}}
    3 KB (342 words) - 10:11, 17 May 2008
  • | parent1 = Projectile
    162 B (14 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (340 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    408 B (39 words) - 10:11, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...sp;'''AdjustProjectileAim''' ([[bool]]&nbsp;'''bAltFire''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', {{tl|Vector|Object|structs}}&nbsp;'''projSta
    14 KB (1,378 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''')}}
    8 KB (788 words) - 10:10, 17 May 2008
  • Offset from first person eye position for projectile/trace start '''Type:''' [[class]]<{{cl|Projectile}}>
    12 KB (1,493 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> If true, instant hit rather than projectile firing weapon for AltFire
    6 KB (724 words) - 10:10, 17 May 2008
  • Offset from first person eye position for projectile/trace start
    5 KB (631 words) - 10:10, 17 May 2008
  • ; SS_Line : spread is angle between each projectile
    5 KB (539 words) - 10:10, 17 May 2008
  • ; SS_Line : spread is angle between each projectile
    4 KB (374 words) - 04:11, 23 July 2008
  • attenuate instant-hit/projectile damage by this multiplier '''Type:''' [[class]]<{{cl|Projectile}}>
    5 KB (643 words) - 10:10, 17 May 2008
  • attenuate instant-hit/projectile damage by this multiplier '''Type:''' [[class]]<{{cl|Projectile}}>
    5 KB (650 words) - 10:11, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    10 KB (1,128 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    12 KB (1,325 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    9 KB (1,061 words) - 10:11, 17 May 2008
  • '''Type:''' {{cl|Projectile}} ...sp;'''AdjustProjectileAim''' ([[bool]]&nbsp;'''bAltFire''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', {{tl|Vector|Object|structs}}&nbsp;'''projSta
    10 KB (1,150 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    4 KB (373 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    6 KB (753 words) - 10:11, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    9 KB (1,101 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|BounceSound||Projectile}}
    3 KB (308 words) - 10:11, 17 May 2008
  • | parent1 = Projectile
    161 B (14 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (184 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (335 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''')}}
    7 KB (713 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''')}}
    963 B (100 words) - 10:10, 17 May 2008
  • ...sp;'''AdjustProjectileAim''' ([[bool]]&nbsp;'''bAltFire''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', {{tl|Vector|Object|structs}}&nbsp;'''projSta {{code|function {{cl|Projectile}}&nbsp;'''Ammo_SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Sta
    10 KB (1,055 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}>
    5 KB (602 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    16 KB (1,945 words) - 09:31, 29 November 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    13 KB (1,571 words) - 10:11, 17 May 2008
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''NotifyProjLanded''' ({{cl|Projectile}}&nbsp;'''Proj''')}}
    10 KB (1,128 words) - 10:11, 17 May 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (454 words) - 02:52, 16 August 2009
  • | parent1 = Projectile '''Inherits from:''' {{tl|CollisionCylinder|Projectile}}
    506 B (55 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    6 KB (686 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    14 KB (1,719 words) - 11:20, 22 July 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    9 KB (1,121 words) - 10:11, 17 May 2008
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    25 KB (2,837 words) - 03:28, 16 August 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    39 KB (4,259 words) - 03:33, 16 August 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (386 words) - 10:11, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    9 KB (1,010 words) - 03:38, 16 August 2009
  • Event which is activated by gameplay code when a projectile lands. Instigator: a projectile actor which was fired by the Pawn that owns this event
    1 KB (171 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    9 KB (1,117 words) - 10:11, 17 May 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    3 KB (367 words) - 10:11, 17 May 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    1 KB (145 words) - 10:11, 17 May 2008
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''ReceiveProjectileWarning''' ({{cl|Projectile}}&nbsp;'''Proj''')}}
    22 KB (2,304 words) - 04:09, 16 August 2009
  • lead target with projectile attack '''Type:''' {{cl|Projectile}}
    15 KB (1,902 words) - 04:10, 16 August 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    34 KB (4,060 words) - 02:06, 26 July 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    18 KB (2,149 words) - 04:11, 16 August 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (224 words) - 10:11, 17 May 2008
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction.
    8 KB (960 words) - 04:37, 16 August 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    6 KB (730 words) - 04:45, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    3 KB (391 words) - 08:40, 23 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    6 KB (698 words) - 10:11, 17 May 2008
  • Projectile offsets for Hero
    15 KB (1,846 words) - 04:46, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    17 KB (1,988 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    8 KB (899 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    14 KB (1,462 words) - 05:59, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    19 KB (2,093 words) - 03:31, 23 July 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    16 KB (1,848 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    17 KB (2,072 words) - 06:05, 16 August 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    13 KB (1,483 words) - 06:10, 16 August 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''ReceiveProjectileWarning''' ({{cl|Projectile}}&nbsp;'''proj''')}}
    41 KB (4,311 words) - 06:14, 16 August 2009
  • | parent1 = Projectile This is our base projectile class.
    13 KB (1,474 words) - 06:32, 16 August 2009
  • | parent3 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    3 KB (373 words) - 10:11, 17 May 2008
  • | parent2 = Projectile * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    4 KB (551 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|DamageRadius||Projectile}}
    8 KB (910 words) - 08:40, 23 May 2008
  • | parent3 = Projectile
    2 KB (186 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    10 KB (1,216 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    7 KB (787 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1 KB (120 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    6 KB (634 words) - 10:11, 17 May 2008
  • | parent3 = Projectile
    2 KB (200 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    2 KB (228 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (188 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (319 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (199 words) - 08:40, 23 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (108 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (131 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|bNotBlockedByShield||Projectile}}
    3 KB (323 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (309 words) - 06:25, 16 August 2009
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    831 B (93 words) - 08:40, 23 May 2008
  • | parent3 = Projectile
    2 KB (212 words) - 02:25, 26 July 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1 KB (154 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1 KB (134 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (188 words) - 08:40, 23 May 2008
  • | parent3 = Projectile
    701 B (75 words) - 10:11, 17 May 2008
  • | parent4 = Projectile | {{tl|DamageRadius||Projectile}}
    1 KB (123 words) - 08:40, 23 May 2008
  • | parent5 = Projectile
    765 B (80 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    4 KB (398 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    9 KB (1,058 words) - 06:26, 16 August 2009
  • | parent4 = Projectile
    1,018 B (108 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (273 words) - 06:27, 16 August 2009
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    1 KB (134 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|bBlockedByInstigator||Projectile}}
    6 KB (711 words) - 08:40, 23 May 2008
  • | parent4 = Projectile
    638 B (66 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|ImpactSound||Projectile}}
    1 KB (118 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (274 words) - 08:40, 23 May 2008
  • | parent3 = Projectile | {{tl|ImpactSound||Projectile}}
    1 KB (120 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    1 KB (139 words) - 06:29, 16 August 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    6 KB (713 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    4 KB (457 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|bSwitchToZeroCollision||Projectile}}
    14 KB (1,722 words) - 06:30, 16 August 2009
  • | parent4 = Projectile
    1 KB (137 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    10 KB (1,243 words) - 08:40, 23 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    4 KB (503 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    2 KB (162 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    1 KB (164 words) - 08:40, 23 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    1 KB (123 words) - 08:40, 23 May 2008
  • | parent4 = Projectile | {{tl|MyDamageType||Projectile}}
    866 B (93 words) - 10:11, 17 May 2008
  • | parent2 = Projectile This is true if this projectile is currently spiking a victim
    6 KB (683 words) - 06:30, 16 August 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (334 words) - 06:31, 16 August 2009
  • | parent2 = Projectile | {{tl|bSwitchToZeroCollision||Projectile}}
    10 KB (1,133 words) - 08:40, 23 May 2008
  • | parent3 = Projectile
    3 KB (320 words) - 10:11, 17 May 2008
  • | parent3 = Projectile
    3 KB (308 words) - 10:11, 17 May 2008
  • | parent3 = Projectile Projectile class of the rocket turret, {{cl|UTVehicle_ShieldedTurret_Rocket}}.
    1 KB (109 words) - 16:08, 5 December 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (131 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    3 KB (272 words) - 10:11, 17 May 2008
  • | parent4 = Projectile | {{tl|MyDamageType||Projectile}}
    875 B (93 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    4 KB (423 words) - 08:40, 23 May 2008
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    3 KB (319 words) - 08:40, 23 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    15 KB (1,836 words) - 10:11, 17 May 2008
  • Translocator projectile class to use for throw tests
    3 KB (366 words) - 08:40, 23 May 2008
  • spawns a projectile at a certain location that moves toward the given location with the given I '''Type:''' [[class]]<{{cl|Projectile}}>
    1 KB (168 words) - 10:11, 17 May 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (586 words) - 06:45, 16 August 2009
  • ...rom projectiles looking to seek to this vehicle. It returns the actor the projectile should target * ''Seeker'' - The projectile that seeking this vehcile
    9 KB (1,105 words) - 10:11, 17 May 2008
  • {{code|function '''ShootMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    41 KB (4,695 words) - 07:47, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    2 KB (281 words) - 08:40, 23 May 2008
  • This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction. {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    14 KB (1,699 words) - 08:40, 23 May 2008
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    1 KB (144 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    2 KB (231 words) - 10:11, 17 May 2008
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    7 KB (849 words) - 10:11, 17 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    12 KB (1,379 words) - 07:54, 16 August 2009
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    6 KB (650 words) - 07:56, 16 August 2009
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    4 KB (511 words) - 10:11, 17 May 2008
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    6 KB (628 words) - 08:04, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    4 KB (459 words) - 10:11, 17 May 2008
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    10 KB (1,133 words) - 08:11, 16 August 2009
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    15 KB (1,785 words) - 02:27, 26 July 2008
  • '''Type:''' {{cl|Projectile}} '''Type:''' {{cl|Projectile}}
    4 KB (393 words) - 08:40, 23 May 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    2 KB (216 words) - 08:40, 23 May 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    7 KB (770 words) - 08:40, 23 May 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    2 KB (165 words) - 08:40, 23 May 2008
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases
    13 KB (1,509 words) - 08:19, 16 August 2009
  • {{code|function '''ShieldAgainstIncoming''' (optional&nbsp;{{cl|Projectile}}&nbsp;'''P''')}}
    6 KB (673 words) - 08:40, 23 May 2008
  • {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}} Returns the type of projectile to spawn. We use a function so subclasses can
    4 KB (433 words) - 08:40, 23 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> Projectile class for the blue scavenger bolt *
    7 KB (825 words) - 08:40, 23 May 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    3 KB (354 words) - 08:40, 23 May 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    3 KB (399 words) - 08:40, 23 May 2008
  • Called by a SPMA camera projectile, this handles the disconnection in terms of the gun and {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}}
    6 KB (640 words) - 08:21, 16 August 2009
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    2 KB (232 words) - 07:32, 6 December 2008
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    15 KB (1,878 words) - 08:40, 23 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    7 KB (740 words) - 08:40, 23 May 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    2 KB (273 words) - 10:11, 17 May 2008
  • This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction. {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    24 KB (2,952 words) - 08:30, 16 August 2009
  • Whether should consider projectile acceleration when leading targets
    15 KB (1,901 words) - 08:31, 16 August 2009
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Fires a projectile.
    18 KB (2,177 words) - 08:22, 16 August 2009
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Take the projectile spawned and if it's the proper type, adjust it's strength and speed
    13 KB (1,570 words) - 08:40, 23 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases
    10 KB (1,160 words) - 08:23, 16 August 2009
  • {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}} Returns the type of projectile to spawn. We use a function so subclasses can
    19 KB (2,164 words) - 08:26, 16 August 2009
  • '''Type:''' [[class]]<{{cl|Projectile}}> {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}}
    8 KB (962 words) - 08:40, 23 May 2008
  • {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}} {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    19 KB (2,322 words) - 02:27, 26 July 2008
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Fires a projectile.
    12 KB (1,404 words) - 08:27, 16 August 2009
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    10 KB (1,161 words) - 02:27, 26 July 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    8 KB (995 words) - 01:58, 26 July 2008
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    10 KB (1,100 words) - 08:34, 16 August 2009
  • '''Type:''' [[array]]<[[class]]<{{cl|Projectile}}> > The Class of Projectile to spawn
    11 KB (1,390 words) - 23:05, 16 October 2011
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases - Fires ammunition (instant hit or spawn projectile)
    21 KB (2,683 words) - 08:34, 16 August 2009
  • // The Hellbender side turret stores the last fired sky mine projectile as combo target for bots.
    20 KB (3,112 words) - 22:19, 6 October 2016
  • ++[[UE2:Projectile_(UT2004)|Projectile]] ''(not expanded)''
    11 KB (1,070 words) - 06:28, 14 January 2009
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    581 B (64 words) - 02:31, 16 August 2009
  • | parent4 = Projectile | {{tl|MyDamageType||Projectile}}
    735 B (84 words) - 02:31, 16 August 2009
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    508 B (55 words) - 02:31, 16 August 2009
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    3 KB (297 words) - 02:31, 16 August 2009
  • | parent4 = Projectile | {{tl|DamageRadius||Projectile}}
    2 KB (218 words) - 02:31, 16 August 2009
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    1 KB (136 words) - 02:31, 16 August 2009
  • '''Type:''' [[array]]<{{cl|Projectile}}> {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (532 words) - 02:32, 16 August 2009
  • ====Spawn Projectile==== Spawns a projectile, like the standard Spawn Projectile action. The difference is, that you can specify spawn and target locations
    31 KB (4,957 words) - 13:05, 15 November 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (621 words) - 06:42, 17 January 2010
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    1 KB (136 words) - 02:32, 16 August 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (556 words) - 02:32, 16 August 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    25 KB (3,251 words) - 20:09, 22 December 2012
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    15 KB (1,742 words) - 12:21, 13 November 2010
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''NotifyProjLanded''' ({{cl|Projectile}}&nbsp;'''Proj''')}}
    10 KB (1,100 words) - 06:37, 17 January 2010
  • Particle effect to play when projectile hits water * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    3 KB (318 words) - 12:47, 6 November 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (438 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    18 KB (2,152 words) - 06:39, 17 January 2010
  • radius at which people will be knocked down/ragdolled by the projectile's explosion *
    6 KB (791 words) - 06:39, 17 January 2010
  • Metadata describing the projectile classes recorded during gameplay ; [[string]] ProjectileClassName : name of the projectile class used *
    11 KB (1,304 words) - 06:39, 17 January 2010
  • ...]]&nbsp;'''EventId''', {{cl|Controller}}&nbsp;'''Player''', [[class]]<{{cl|Projectile}}>&nbsp;'''Proj''', [[int]]&nbsp;'''Value''')}} Logs a projectile event with an integer value associated with it
    8 KB (979 words) - 12:47, 6 November 2009
  • | parent1 = Projectile '''Inherits from:''' {{tl|CollisionCylinder|Projectile}}
    645 B (61 words) - 12:47, 6 November 2009
  • Mapping of recorded projectile class metadata by session id
    9 KB (1,151 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    7 KB (729 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    10 KB (1,188 words) - 06:42, 17 January 2010
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    14 KB (1,657 words) - 06:42, 17 January 2010
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    28 KB (3,104 words) - 06:42, 17 January 2010
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    8 KB (836 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    5 KB (589 words) - 06:44, 17 January 2010
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    46 KB (5,176 words) - 06:44, 17 January 2010
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (396 words) - 06:44, 17 January 2010
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    9 KB (1,059 words) - 12:47, 6 November 2009
  • Event which is activated by gameplay code when a projectile lands. Instigator: a projectile actor which was fired by the Pawn that owns this event
    1 KB (158 words) - 06:47, 17 January 2010
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    10 KB (1,220 words) - 06:48, 17 January 2010
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (400 words) - 12:47, 6 November 2009
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    1 KB (150 words) - 12:47, 6 November 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''ReceiveProjectileWarning''' ({{cl|Projectile}}&nbsp;'''Proj''')}}
    21 KB (2,174 words) - 12:47, 6 November 2009
  • lead target with projectile attack '''Type:''' {{cl|Projectile}}
    15 KB (1,836 words) - 12:47, 6 November 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    34 KB (4,074 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    18 KB (2,165 words) - 06:52, 17 January 2010
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (229 words) - 12:47, 6 November 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc.
    6 KB (715 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    3 KB (401 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    19 KB (2,323 words) - 06:52, 17 January 2010
  • {{code|simulated function [[bool]]&nbsp;'''StopsProjectile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    12 KB (1,371 words) - 12:47, 6 November 2009
  • * ''StartFireLoc'' - world location of weapon fire start trace, or projectile spawn loc. {{code|function '''ReceiveProjectileWarning''' ({{cl|Projectile}}&nbsp;'''proj''')}}
    32 KB (3,367 words) - 07:01, 17 January 2010
  • | parent1 = Projectile This is our base projectile class.
    13 KB (1,458 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    7 KB (750 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (324 words) - 07:02, 17 January 2010
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (313 words) - 12:47, 6 November 2009
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    905 B (97 words) - 12:47, 6 November 2009
  • | parent3 = Projectile
    2 KB (216 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (158 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (253 words) - 12:47, 6 November 2009
  • | parent3 = Projectile | {{tl|ImpactSound||Projectile}}
    1 KB (122 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (279 words) - 12:47, 6 November 2009
  • | parent3 = Projectile | {{tl|ImpactSound||Projectile}}
    1 KB (124 words) - 12:47, 6 November 2009
  • | parent3 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}}
    1 KB (143 words) - 12:47, 6 November 2009
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    6 KB (716 words) - 12:47, 6 November 2009
  • spawns a projectile at a certain location that moves toward the given location with the given I '''Type:''' [[class]]<{{cl|Projectile}}>
    1 KB (171 words) - 07:02, 17 January 2010
  • ...rom projectiles looking to seek to this vehicle. It returns the actor the projectile should target * ''Seeker'' - The projectile that seeking this vehcile
    10 KB (1,156 words) - 12:47, 6 November 2009
  • {{code|function '''ShootMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    41 KB (4,662 words) - 07:03, 17 January 2010
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    2 KB (273 words) - 12:47, 6 November 2009
  • This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction. {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    14 KB (1,703 words) - 07:03, 17 January 2010
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    16 KB (1,758 words) - 07:04, 17 January 2010
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    17 KB (1,955 words) - 12:47, 6 November 2009
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    6 KB (648 words) - 12:47, 6 November 2009
  • {{code|event '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} * ''P'' - The incoming projectile
    5 KB (593 words) - 07:04, 17 January 2010
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    15 KB (1,810 words) - 12:47, 6 November 2009
  • '''Type:''' {{cl|Projectile}} '''Type:''' {{cl|Projectile}}
    4 KB (418 words) - 07:04, 17 January 2010
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Create the projectile, but also increment the flash count for remote client effects.
    3 KB (379 words) - 12:47, 6 November 2009
  • This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction.
    23 KB (2,768 words) - 12:47, 6 November 2009
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Fires a projectile.
    24 KB (2,904 words) - 12:47, 6 November 2009
  • Whether should consider projectile acceleration when leading targets
    15 KB (1,812 words) - 07:04, 17 January 2010
  • {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}} Returns the type of projectile to spawn. We use a function so subclasses can
    21 KB (2,415 words) - 12:47, 6 November 2009
  • {{code|function [[class]]<{{cl|Projectile}}>&nbsp;'''GetProjectileClass''' ()}} {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    16 KB (1,922 words) - 07:04, 17 January 2010
  • {{code|simulated function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}} Fires a projectile.
    11 KB (1,332 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    8 KB (994 words) - 12:47, 6 November 2009
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    10 KB (1,167 words) - 12:47, 6 November 2009
  • '''Type:''' [[array]]<[[class]]<{{cl|Projectile}}> > The Class of Projectile to spawn
    13 KB (1,631 words) - 12:47, 6 November 2009
  • If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases - Fires ammunition (instant hit or spawn projectile)
    22 KB (2,748 words) - 07:04, 17 January 2010
  • '''Type:''' {{cl|Projectile}}
    14 KB (1,704 words) - 07:04, 17 January 2010
  • * ''DamageCauser'' - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
    6 KB (668 words) - 06:40, 17 January 2010
  • ...y:Match These Tags|Triggering]] this Actor will cause it to spawn a single Projectile. ; float Damage : The damage that a Pawn receives when he touches a spawned Projectile.
    3 KB (393 words) - 09:41, 30 March 2010
  • ...NetTemporary''. This includes projectiles that can be blown up (e.g. shock projectile, Redeemer or AVRiL rocket), that track down a target (e.g. seeking rockets
    34 KB (5,751 words) - 06:25, 19 January 2014
  • *[[UnrealKismet:Sequence_Objects:Projectile Landed|Projectile Landed]] *[[UnrealKismet:Sequence_Objects:Projectile Factory|Projectile Factory]]
    15 KB (1,797 words) - 17:22, 5 February 2012
  • ...he actor if it wasn't invisible. For example you might want to replicate a projectile, but handle its visibility entirely via a separate Emitter actor. In that c
    6 KB (917 words) - 13:29, 30 August 2013
  • ...find regular pickups using the '''Trace''' function, because they are not projectile targets. (Unless, for example, you are playing with "Volatile Ammo".) '''TraceActors''' considers all colliding actors, even if they are not projectile targets, but of course it only returns hits that pass the class filter you
    3 KB (544 words) - 03:09, 17 April 2022

View (previous 500 | next 500) (20 | 50 | 100 | 250 | 500)