Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:GasbagBelch (RTNP)
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Object >> Actor >> Projectile >> GasbagBelch |
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GasbagBelch.
Properties
Property group 'GasbagBelch'
SpriteAnim
Type: Texture
Array size: 6
Default value, index 0: Texture'UnrealI.Effects.gbProj0'
Default value, index 1: Texture'UnrealI.Effects.gbProj1'
Default value, index 2: Texture'UnrealI.Effects.gbProj2'
Default value, index 3: Texture'UnrealI.Effects.gbProj3'
Default value, index 4: Texture'UnrealI.Effects.gbProj4'
Default value, index 5: Texture'UnrealI.Effects.gbProj5'
Internal variables
i
Type: int
Default values
Property | Value |
---|---|
bUnlit | True |
Damage | 40.0 |
DrawScale | 1.8 |
DrawType | DT_Sprite |
Fatness | 0 |
ImpactSound | Sound'UnrealShare.flak.expl2' |
LifeSpan | 3.5 |
LightBrightness | 255 |
LightEffect | LE_NonIncidence |
LightHue | 5 |
LightRadius | 9 |
LightSaturation | 16 |
LightType | LT_Steady |
RemoteRole | ROLE_SimulatedProxy |
Speed | 600.0 |
Style | STY_Translucent |
Texture | Texture'UnrealI.Effects.gbProj0' |
Functions
Events
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
Timer
simulated event Timer ()
Overrides: Actor.Timer
Other instance functions
SetUp
function SetUp ()
States
Flying
Modifiers: auto
Flying.Explode
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Projectile.Explode (global)
Flying.ProcessTouch
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch (global)