UE1:Arc (UT): Difference between revisions

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Rev 1. Most likely needs to be made less wordy.
 
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{{autogenerated}}
Arc.
Arc.


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'''Type:''' [[int]]
'''Type:''' [[int]]


<!-- enter variable description -->
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}}


<!-- enter variable description -->
Stores the X vector of Instigator.ViewRotation.


====Y====
====Y====
'''Type:''' {{tl|Vector|Object|structs}}
'''Type:''' {{tl|Vector|Object|structs}}


<!-- enter variable description -->
Stores the Y vector of Instigator.ViewRotation.


====Z====
====Z====
'''Type:''' {{tl|Vector|Object|structs}}
'''Type:''' {{tl|Vector|Object|structs}}


<!-- enter variable description -->
Stores the Z vector of Instigator.ViewRotation.


===Default values===
===Default values===
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'''Overrides:''' {{tl|HitWall|Projectile}}
'''Overrides:''' {{tl|HitWall|Projectile}}


<!-- enter function description -->
Calls Destroy(), AKA {{tl|Destroy|Actor|native functions}}.


====PreBeginPlay====
====PreBeginPlay====
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'''Overrides:''' {{tl|PreBeginPlay|Actor|events}}
'''Overrides:''' {{tl|PreBeginPlay|Actor|events}}


<!-- enter function description -->
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}}


<!-- enter function description -->
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 12:16, 5 August 2008

UT Object >> Actor >> Projectile >> Arc
Package:
UnrealShare
This class in other games:

Arc.

Properties

Property group 'Arc'

SpriteAnim

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

i

Type: int

Stores a Tick-based index of which SpriteAnim to display. Cycles from 0 to 8.

X

Type: Object.Vector

Stores the X vector of Instigator.ViewRotation.

Y

Type: Object.Vector

Stores the Y vector of Instigator.ViewRotation.

Z

Type: Object.Vector

Stores the Z vector of Instigator.ViewRotation.

Default values

Property Value
Mesh LodMesh'UnrealShare.arcM'
Skin Texture'UnrealShare.Effects.Arc1'

Events

HitWall

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

Overrides: Projectile.HitWall

Calls Destroy(), AKA Actor.Destroy.

PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay

Calls Super.PreBeginPlay (Actor.PreBeginPlay), then sets i to 0, then gets the current Instigator.ViewRotation, then sets Velocity.

Tick

simulated event Tick (float DeltaTime)

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.