I don't need to test my programs. I have an error-correcting modem.
UE1:GLGrenade (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> GLGrenade |
Contents
- Package:
- UPak
- Direct subclass:
- GLDetGrenade
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
GLGrenade.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $
Properties[edit]
AvoidThisSpot[edit]
Type: LocationAvoider
bAvoiderSet[edit]
Type: bool
bBubbling[edit]
Type: bool
bCanHitOwner[edit]
Type: bool
bHitWater[edit]
Type: bool
bSmoking[edit]
Type: bool
bVelDecreaser[edit]
Type: bool
Count[edit]
Type: float
NumExtraGrenades[edit]
Type: int
SmokeRate[edit]
Type: float
TrailModifier[edit]
Type: float
WarnTarget[edit]
Type: ScriptedPawn
warn this pawn away
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AmbientGlow | 128 | ||||
AnimSequence | 'WingIn' | ||||
bBounce | True | ||||
bFixedRotationDir | True | ||||
bNetTemporary | False | ||||
bProjTarget | True | ||||
CollisionHeight | 4.75 | ||||
CollisionRadius | 4.6 | ||||
Damage | 90.0 | ||||
DesiredRotation |
|
||||
DrawScale | 1.5 | ||||
ImpactSound | Sound'UPak.GrenadeLauncher.GrenadeHit' | ||||
Mass | 25.0 | ||||
MaxSpeed | 1000.0 | ||||
Mesh | LodMesh'UPak.Grenade' | ||||
MomentumTransfer | 75000 | ||||
Physics | PHYS_Falling | ||||
RemoteRole | ROLE_SimulatedProxy | ||||
Skin | Texture'UPak.Grenade.Jgrenade1' | ||||
SoundPitch | 128 | ||||
SoundRadius | 64 | ||||
Speed | 600.0 | ||||
Texture | Texture'UPak.Grenade.Jgrenade1' |
Functions[edit]
Events[edit]
BeginPlay[edit]
simulated event BeginPlay ()
Overrides: Actor.BeginPlay
Destroyed[edit]
event Destroyed ()
Overrides: Actor.Destroyed
HitWall[edit]
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Projectile.HitWall
Landed[edit]
simulated event Landed (Object.Vector HitNormal)
Overrides: Actor.Landed
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
TakeDamage[edit]
event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, name DamageType)
Overrides: Actor.TakeDamage
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Timer[edit]
simulated event Timer ()
Overrides: Actor.Timer
ZoneChange[edit]
simulated event ZoneChange (ZoneInfo NewZone)
Overrides: Actor.ZoneChange
Other instance functions[edit]
Explosion[edit]
simulated function Explosion (Object.Vector HitLocation)
ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch