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UE1:GLGrenade (RTNP)

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RTNP Object >> Actor >> Projectile >> GLGrenade
Package: 
UPak
Direct subclass:
GLDetGrenade

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
Member Value
Pitch 12000
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