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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, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3, UDK

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

Type: class<Decal>

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

function bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(verify please)

HitWall

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

Overrides: Actor.HitWall

Handles the events after a BlockAll projectile hits a wall.

Touch

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

Explode

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

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

ProcessTouch

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

Empty function. Should be implemented in subclass.

RandSpin

simulated final function RandSpin (float spinRate)

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