My program doesn't have bugs. It just develops random features.

UE1:Arc (UT)

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Revision as of 13:16, 5 August 2008 by ZDN (Talk | contribs) (Rev 1. Most likely needs to be made less wordy.)

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UT 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]

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

Overrides: Projectile.HitWall

Calls Destroy(), AKA Actor.Destroy.

PreBeginPlay[edit]

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[edit]

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.