My program doesn't have bugs. It just develops random features.

UE1:GuidedWarShell (UT)

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UT Object >> Actor >> Projectile >> WarShell >> GuidedWarShell
Package: 
BotPack

GuidedWarShell.

Properties[edit]

bDestroyed[edit]

Type: bool


bUpdatePosition[edit]

Type: bool


ClientBuffer[edit]

Type: float


CurrentTimeStamp[edit]

Type: float


FreeMoves[edit]

Type: SavedMove


GuidedRotation[edit]

Type: Object.Rotator


Guider[edit]

Type: Pawn


LastUpdateTime[edit]

Type: float


OldGuiderRotation[edit]

Type: Object.Rotator


RealLocation[edit]

Type: Object.Vector


RealVelocity[edit]

Type: Object.Vector


SavedMoves[edit]

Type: SavedMove


ServerUpdate[edit]

Type: float


Default values[edit]

Property Value
NetPriority 3.0
RemoteRole ROLE_DumbProxy

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: WarShell.Destroyed


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Timer[edit]

simulated event Timer ()

Overrides: WarShell.Timer


Other instance functions[edit]

ClientAdjustPosition[edit]

simulated function ClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ)


ClientUpdatePosition[edit]

simulated function ClientUpdatePosition ()


GetFreeMove[edit]

simulated function SavedMove GetFreeMove ()


MoveRocket[edit]

simulated function MoveRocket (float DeltaTime, Object.Vector CurrentVelocity, Object.Rotator GuideRotation)


PostRender[edit]

simulated function PostRender (Canvas Canvas)


ServerMove[edit]

function ServerMove (float TimeStamp, Object.Vector ClientLoc, int Pitch, int Yaw)


States[edit]

Flying[edit]

Inherits from: WarShell.Flying

Modifiers: auto

Flying.BeginState[edit]

event BeginState ()

Overrides: WarShell.Flying.BeginState