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UE1:Projectile (UT)

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UT Object >> Actor >> Projectile
Package: 
Engine
Direct subclasses:
Arc, Arrow, BigRock, BioGel, BruteProjectile, CannonShot, Chunk, DispersionAmmo, EnergyBolt, FlakShell, Flakslug, ForceFieldProj, Fragment, GasbagBelch, Grenade, KraalBolt, MTracer, PBolt, PeaceRocket, PlasmaSphere, Plasma, Razor2, RazorBlade, RocketMk2, Rocket, ShellCase, ShockProj, SkaarjProjectile, SlithProjectile, StingerProjectile, TazerProj, TentacleProjectile, Tracer, TranslocatorTarget, UTChunk, UTFlakShell, UT_BioGel, UT_Grenade, UT_ShellCase, WarShell, WarlordRocket
This class in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3

Projectile.

A delayed-hit projectile moves around for some time after it is created. An instant-hit projectile acts immediately.

Properties[edit]

Property group 'Projectile'[edit]

Damage[edit]

Type: float

Damage done by projectile (used with TakeDamage).

ExplosionDecal[edit]

Type: class<Decal>

Decal to spawn upon explosion.

ExploWallOut[edit]

Type: float

Distance to move explosions out from walls.

ImpactSound[edit]

Type: Sound

Sound made when a projectile hits something.

MaxSpeed[edit]

Type: float

Maximum speed a projectile can move at.

Default value: 2000.0

MiscSound[edit]

Type: Sound

Miscellaneous Sound.

MomentumTransfer[edit]

Type: int

Momentum imparted by impacting projectile.

MyDamageType[edit]

Type: name

Damage type of the projectile.

SpawnSound[edit]

Type: Sound

Sound made when projectile is spawned.

Speed[edit]

Type: float

Initial speed of projectile.

Default values[edit]

Property Value
bCollideActors True
bCollideWorld True
bDirectional True
bGameRelevant True
bNetTemporary True
bReplicateInstigator True
CollisionHeight 0.0
CollisionRadius 0.0
DrawType DT_Mesh
LifeSpan 140.0
NetPriority 2.5
Physics PHYS_Projectile
SoundVolume 0
Texture Texture'Engine.S_Camera'

Functions[edit]

Events[edit]

EncroachingOn[edit]

function bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(verify please)

HitWall[edit]

simulated function HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall

Handles the events after a BlockAll projectile hits a wall.

Touch[edit]

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch

Called when Actors and/or projectiles touch (verify please).
Calls HitWall and/or ProcessTouch.

Other instance functions[edit]

Explode[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Calls Destroy(), Actor.Destroy in this case.

ProcessTouch[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Empty function. Should be implemented in subclass.

RandSpin[edit]

simulated final function RandSpin (float spinRate)

Used to make projectiles randomly spin or rotate. (verify please)