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UE1:BruteProjectile (U1)
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Object >> Actor >> Projectile >> BruteProjectile |
- Package:
- UnrealShare
- Direct subclass:
- MercRocket
- This class in other games:
- RTNP, UT
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BruteProjectile.
Properties[edit]
TimerDelay[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 9 |
AmbientSound | Sound'UnrealShare.General.BRocket' |
bUnlit | True |
Damage | 30.0 |
DrawScale | 0.12 |
ImpactSound | Sound'UnrealShare.flak.Explode1' |
LifeSpan | 8.0 |
LightBrightness | 154 |
LightHue | 24 |
LightRadius | 2 |
LightSaturation | 207 |
LightType | LT_Steady |
MaxSpeed | 900.0 |
Mesh | LodMesh'UnrealShare.srocket' |
MomentumTransfer | 50000 |
RemoteRole | ROLE_SimulatedProxy |
SoundPitch | 73 |
SoundRadius | 15 |
SoundVolume | 255 |
SpawnSound | Sound'UnrealShare.Eightball.Ignite' |
Speed | 700.0 |
Texture | None |
States[edit]
Flying[edit]
Modifiers: auto
Flying.AnimEnd[edit]
simulated event AnimEnd ()
Overrides: Actor.AnimEnd (global)
Flying.BeginState[edit]
simulated event BeginState ()
Overrides: Object.BeginState (global)
Flying.Timer[edit]
simulated event Timer ()
Overrides: Actor.Timer (global)
Flying.BlowUp[edit]
function BlowUp (Object.Vector HitLocation)
Sub routine for function Explode(). (See also Bugs.)
Flying.Explode[edit]
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Projectile.Explode (global)
Flying.ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch (global)
Flying.SetUp[edit]
function SetUp ()
Initialisation of the projectile, called by BeginState. (See also Bugs.)
Bugs[edit]
ScriptedPawn(Instigator).ProjectileSpeed[edit]
If the instigator is a ScriptedPawn, its ProjectileSpeed is not taken into account. A correct version of function SetUp could be:
function SetUp() { PlaySound(SpawnSound); if ( ScriptedPawn(Instigator) != None ) { Speed = ScriptedPawn(Instigator).ProjectileSpeed; if ( Instigator.IsA('LesserBrute') ) Damage *= 0.7; } Velocity = Vector(Rotation) * speed; // this assignment needs to be after modifying *speed* }
Access Nones[edit]
If the instigator is destroyed before the projectile explodes, a ScriptWarning is issued when the projectile explodes. A possible better version of function BlowUp could be:
function BlowUp(vector HitLocation) { local float DamageRadius; if (instigator != None) DamageRadius = instigator.skill * 45; HurtRadius(damage, 50 + DamageRadius, 'exploded', MomentumTransfer, HitLocation); MakeNoise(1.0); PlaySound(ImpactSound); }