My program doesn't have bugs. It just develops random features.
UE1:Flare (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UnrealShare
- This class in other games:
- RTNP, U1
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Flare.
Properties[edit]
bDamaged[edit]
Type: bool
bFirstTick[edit]
Type: bool
f[edit]
Type: Flare
X[edit]
Type: Object.Vector
Y[edit]
Type: Object.Vector
Z[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
ActivateSound | Sound'UnrealShare.Pickups.flares1' |
bActivatable | True |
bCanHaveMultipleCopies | True |
bCollideWorld | True |
bDisplayableInv | True |
bProjTarget | True |
bUnlit | True |
Charge | 10 |
CollisionHeight | 8.0 |
CollisionRadius | 13.0 |
Icon | Texture'UnrealShare.Icons.I_Flare' |
LightBrightness | 199 |
LightHue | 25 |
LightRadius | 33 |
LightSaturation | 89 |
Mesh | LodMesh'UnrealShare.FlareM' |
PickupMessage | "You got a flare" |
PickupSound | Sound'UnrealShare.Pickups.GenPickSnd' |
PickupViewMesh | LodMesh'UnrealShare.FlareM' |
RemoteRole | ROLE_DumbProxy |
RespawnTime | 30.0 |
States[edit]
Activated[edit]
Activated.HitWall[edit]
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Actor.HitWall (global)
Activated.TakeDamage[edit]
event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)
Overrides: Actor.TakeDamage (global)
Activated.Timer[edit]
event Timer ()
Overrides: Actor.Timer (global)