UE1:Projectile (UT)
- 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:
Projectile.
A delayed-hit projectile moves around for some time after it is created. An instant-hit projectile acts immediately.
Properties
Property group 'Projectile'
Damage
Type: float
Damage done by projectile (used with TakeDamage).
ExplosionDecal
Decal to spawn upon explosion.
ExploWallOut
Type: float
Distance to move explosions out from walls.
ImpactSound
Type: Sound
Sound made when a projectile hits something.
MaxSpeed
Type: float
Maximum speed a projectile can move at.
Default value: 2000.0
MiscSound
Type: Sound
Miscellaneous Sound.
MomentumTransfer
Type: int
Momentum imparted by impacting projectile.
MyDamageType
Type: name
Damage type of the projectile.
SpawnSound
Type: Sound
Sound made when projectile is spawned.
Speed
Type: float
Initial speed of projectile.
Default values
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
Events
EncroachingOn
Overrides: Actor.EncroachingOn
(verify please)
HitWall
Overrides: Actor.HitWall
Handles the events after a BlockAll projectile hits a wall.
Touch
Overrides: Actor.Touch
Called when Actors and/or projectiles touch (verify please).
Calls HitWall and/or ProcessTouch.
Other instance functions
Explode
Calls Destroy(), Actor.Destroy in this case.
ProcessTouch
Empty function. Should be implemented in subclass.
RandSpin
Used to make projectiles randomly spin or rotate. (verify please)