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

UE1:BioGel (RTNP)

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RTNP Object >> Actor >> Projectile >> BioGel
Package: 
UnrealShare
Direct subclasses:
BarrelSludge, BigBioGel, BioDrop
This class in other games:
U1, UT

BioGel.

Properties[edit]

BaseOffset[edit]

Type: float


bCheckedSurface[edit]

Type: bool


bOnGround[edit]

Type: bool


numBio[edit]

Type: int


Default value: 7

SurfaceNormal[edit]

Type: Object.Vector


wallTime[edit]

Type: float


Default values[edit]

Property Value
AnimSequence 'Flying'
bBounce True
bNetTemporary False
bProjTarget True
bUnlit True
Buoyancy 170.0
CollisionHeight 2.0
CollisionRadius 2.0
Damage 40.0
ImpactSound Sound'UnrealShare.BioRifle.GelHit'
LifeSpan 12.0
LightBrightness 70
LightEffect LE_NonIncidence
LightHue 91
LightRadius 3
LightType LT_Steady
MaxSpeed 1500.0
Mesh LodMesh'UnrealShare.BioRGel'
MiscSound Sound'UnrealShare.General.Explg02'
MomentumTransfer 20000
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
Speed 800.0

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


TakeDamage[edit]

singular event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Actor.TakeDamage


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

SetWall[edit]

simulated function SetWall (Object.Vector HitNormal, Actor Wall)


States[edit]

Exploding[edit]

Ignores: TakeDamage, Touch

Exploding.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Flying[edit]

Modifiers: auto

Flying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Flying.HitWall[edit]

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

Overrides: Projectile.HitWall (global)


Flying.Timer[edit]

event Timer ()

Overrides: Timer (global)


Flying.ZoneChange[edit]

simulated event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


Flying.ProcessTouch[edit]

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch (global)


OnSurface[edit]

OnSurface.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: Actor.AnimEnd (global)


OnSurface.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


OnSurface.Timer[edit]

event Timer ()

Overrides: Timer (global)


OnSurface.CheckSurface[edit]

simulated function CheckSurface ()


OnSurface.ProcessTouch[edit]

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch (global)