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UE1:UPakRocket (RTNP)

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RTNP Object >> Actor >> Projectile >> UPakRocket
Package: 
UPak
Direct subclass:
TowRocket

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
Member Value
Roll 95000
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)