Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:Arc (UT)
Object >> Actor >> Projectile >> Arc |
- Package:
- UnrealShare
- This class in other games:
- RTNP, U1
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
Overrides: Projectile.HitWall
Calls Destroy(), AKA Actor.Destroy.
PreBeginPlay
Overrides: Actor.PreBeginPlay
Calls Super.PreBeginPlay (Actor.PreBeginPlay), then sets i to 0, then gets the current Instigator.ViewRotation, then sets Velocity.
Tick
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.