My program doesn't have bugs. It just develops random features.
UE1:RazorBlade (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> RazorBlade |
- Package:
- UnrealI
- Direct subclass:
- RazorBladeAlt
- This class in other games:
- RTNP, U1
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RazorBlade.
Properties[edit]
bCanHitInstigator[edit]
Type: bool
bHitWater[edit]
Type: bool
NumWallHits[edit]
Type: int
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 167 |
AmbientSound | Sound'UnrealI.Razorjack.RazorHum' |
AnimSequence | 'spin' |
bBounce | True |
bUnlit | True |
Damage | 30.0 |
ImpactSound | Sound'UnrealI.Razorjack.BladeHit' |
LifeSpan | 6.0 |
MaxSpeed | 1200.0 |
Mesh | LodMesh'UnrealI.razorb' |
MiscSound | Sound'UnrealI.Razorjack.BladeThunk' |
MomentumTransfer | 15000 |
RemoteRole | ROLE_SimulatedProxy |
SoundPitch | 200 |
SoundRadius | 12 |
SoundVolume | 128 |
SpawnSound | Sound'UnrealI.Razorjack.StartBlade' |
Speed | 1300.0 |
States[edit]
Flying[edit]
Modifiers: auto
Flying.BeginState[edit]
simulated event BeginState ()
Overrides: Object.BeginState (global)
Flying.HitWall[edit]
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Projectile.HitWall (global)
Flying.Timer[edit]
simulated event Timer ()
Overrides: Actor.Timer (global)
Flying.ZoneChange[edit]
simulated event ZoneChange (ZoneInfo NewZone)
Overrides: Actor.ZoneChange (global)
Flying.ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch (global)
Flying.SetRoll[edit]
simulated function SetRoll (Object.Vector NewVelocity)
Flying.SetUp[edit]
function SetUp ()