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UE1:UPakRocket (RTNP)
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Object >> Actor >> Projectile >> UPakRocket |
Contents
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UPakRocket.uc $Author: Deb $ $Date: 4/23/99 12:14p $ $Revision: 1 $
Properties[edit]
bBubbling[edit]
Type: bool
bHitWater[edit]
Type: bool
bRing[edit]
Type: bool
bSmoking[edit]
Type: bool
bWaterStart[edit]
Type: bool
Count[edit]
Type: float
InitialDir[edit]
Type: Object.Vector
MagnitudeVel[edit]
Type: float
NumExtraRockets[edit]
Type: int
OldVel[edit]
Type: Object.Vector
Sequence[edit]
Type: int
SmokeRate[edit]
Type: float
SpeedModifier[edit]
Type: float
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AmbientGlow | 96 | ||||
AnimSequence | 'Armed' | ||||
bBounce | True | ||||
bFixedRotationDir | True | ||||
bProjTarget | True | ||||
bUnlit | True | ||||
CollisionHeight | 2.0 | ||||
CollisionRadius | 8.5 | ||||
Damage | 80.0 | ||||
LifeSpan | 0.0 | ||||
MaxSpeed | 2500.0 | ||||
Mesh | LodMesh'UPak.rocketL' | ||||
MomentumTransfer | 8500 | ||||
RemoteRole | ROLE_SimulatedProxy | ||||
RotationRate |
|
||||
SoundRadius | 128 | ||||
SoundVolume | 255 | ||||
Speed | 850.0 |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Other instance functions[edit]
ControlledHurtRadius[edit]
function ControlledHurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)
ControlledHurtRadiusNoRJ[edit]
function ControlledHurtRadiusNoRJ (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)
States[edit]
Flying[edit]
Modifiers: auto
Flying.AnimEnd[edit]
simulated event AnimEnd ()
Overrides: Actor.AnimEnd (global)
Flying.BeginState[edit]
event BeginState ()
Overrides: Object.BeginState (global)
Flying.ZoneChange[edit]
simulated event ZoneChange (ZoneInfo NewZone)
Overrides: Actor.ZoneChange (global)
Flying.Explode[edit]
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Projectile.Explode (global)
Flying.ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch (global)