My program doesn't have bugs. It just develops random features.
UE1:StingerProjectile (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> StingerProjectile |
- Package:
- UnrealShare
- This class in other games:
- U1, UT
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StingerProjectile.
Properties[edit]
bLighting[edit]
Type: bool
DelayTime[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 215 |
AnimRate | 1.0 |
bBounce | True |
bNoSmooth | True |
bUnlit | True |
Damage | 14.0 |
ImpactSound | Sound'UnrealShare.Stinger.Ricochet' |
LifeSpan | 6.0 |
LightBrightness | 80 |
LightEffect | LE_NonIncidence |
LightHue | 152 |
LightPeriod | 50 |
LightRadius | 5 |
LightSaturation | 32 |
LightType | LT_Steady |
Mass | 2.0 |
Mesh | LodMesh'UnrealShare.TarydiumProjectile' |
MiscSound | Sound'UnrealShare.Razorjack.BladeHit' |
MomentumTransfer | 4000 |
RemoteRole | ROLE_SimulatedProxy |
Speed | 1600.0 |
Functions[edit]
Events[edit]
AnimEnd[edit]
simulated event AnimEnd ()
Overrides: Actor.AnimEnd
Other instance functions[edit]
Explode[edit]
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Projectile.Explode
States[edit]
Flying[edit]
Modifiers: auto
Flying.BeginState[edit]
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)