My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE1:Arc (UT)"
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(Rev 1. Most likely needs to be made less wordy.) |
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| parent3 = Object | | parent3 = Object | ||
}} | }} | ||
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Arc. | Arc. | ||
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'''Type:''' [[int]] | '''Type:''' [[int]] | ||
− | + | Stores a Tick-based index of which SpriteAnim to display. Cycles from 0 to 8. | |
====X==== | ====X==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Stores the X vector of Instigator.ViewRotation. | |
====Y==== | ====Y==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Stores the Y vector of Instigator.ViewRotation. | |
====Z==== | ====Z==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Stores the Z vector of Instigator.ViewRotation. | |
===Default values=== | ===Default values=== | ||
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'''Overrides:''' {{tl|HitWall|Projectile}} | '''Overrides:''' {{tl|HitWall|Projectile}} | ||
− | + | Calls Destroy(), AKA {{tl|Destroy|Actor|native functions}}. | |
====PreBeginPlay==== | ====PreBeginPlay==== | ||
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'''Overrides:''' {{tl|PreBeginPlay|Actor|events}} | '''Overrides:''' {{tl|PreBeginPlay|Actor|events}} | ||
− | + | Calls Super.PreBeginPlay ({{tl|PreBeginPlay|Actor|events}}), then sets i to 0, then gets the current Instigator.ViewRotation, then sets Velocity. | |
====Tick==== | ====Tick==== | ||
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'''Overrides:''' {{tl|Tick|Actor|events}} | '''Overrides:''' {{tl|Tick|Actor|events}} | ||
− | + | Every time it's called (if Level.NetMode isn't a dedicated server), Tick sets the Skin to the value within SpriteAnim matching i (AKA SpriteAnim[i]), then increases the value of i by 1 (i++). If i is equal to 8, i is reset to 0. |
Latest revision as of 13:16, 5 August 2008
Object >> Actor >> Projectile >> Arc |
- Package:
- UnrealShare
- This class in other games:
- RTNP, U1
Arc.
Properties[edit]
Property group 'Arc'[edit]
SpriteAnim[edit]
Type: Texture
Array size: 8
Default value, index 0: Texture'UnrealShare.Effects.Arc1'
Default value, index 1: Texture'UnrealShare.Effects.Arc2'
Default value, index 2: Texture'UnrealShare.Effects.Arc3'
Default value, index 3: Texture'UnrealShare.Effects.Arc4'
Default value, index 4: Texture'UnrealShare.Effects.Arc5'
Default value, index 5: Texture'UnrealShare.Effects.Arc6'
Default value, index 6: Texture'UnrealShare.Effects.Arc7'
Default value, index 7: Texture'UnrealShare.Effects.Arc8'
Internal variables[edit]
i[edit]
Type: int
Stores a Tick-based index of which SpriteAnim to display. Cycles from 0 to 8.
X[edit]
Type: Object.Vector
Stores the X vector of Instigator.ViewRotation.
Y[edit]
Type: Object.Vector
Stores the Y vector of Instigator.ViewRotation.
Z[edit]
Type: Object.Vector
Stores the Z vector of Instigator.ViewRotation.
Default values[edit]
Property | Value |
---|---|
Mesh | LodMesh'UnrealShare.arcM' |
Skin | Texture'UnrealShare.Effects.Arc1' |
Events[edit]
HitWall[edit]
Overrides: Projectile.HitWall
Calls Destroy(), AKA Actor.Destroy.
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Calls Super.PreBeginPlay (Actor.PreBeginPlay), then sets i to 0, then gets the current Instigator.ViewRotation, then sets Velocity.
Tick[edit]
Overrides: Actor.Tick
Every time it's called (if Level.NetMode isn't a dedicated server), Tick sets the Skin to the value within SpriteAnim matching i (AKA SpriteAnim[i]), then increases the value of i by 1 (i++). If i is equal to 8, i is reset to 0.