Cogito, ergo sum
UE2:BioGlob (UT2003)
Object >> Actor >> Projectile >> BioGlob |
- Package:
- XWeapons
- Direct subclass:
- ClassicBioGlob
- This class in other games:
- UT, UT2004
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Properties
Property group 'BioGlob'
BaseDamage
Type: int
Default value: 20
bMergeGlobs
Type: bool
Default value: True
DripTime
Type: float
Default value: 1.8
ExplodeSound
Type: Sound
Default value: Sound'WeaponSounds.BioRifle.BioRifleGoo1'
GloblingSpeed
Type: float
Default value: 200.0
MaxGoopLevel
Type: int
Default value: 5
RestTime
Type: float
Default value: 2.25
TouchDetonationDelay
Type: float
gives player a split second to jump to gain extra momentum from blast
Default value: 0.15
Internal variables
bCheckedSurface
Type: bool
bDrip
Type: bool
bNoFX
Type: bool
bOnMover
Type: bool
Fear
Type: AvoidMarker
GoopLevel
Type: int
Default value: 1
GoopVolume
Type: float
Default value: 1.0
Rand3
Type: int
SurfaceNormal
Type: Object.Vector
Trail
Type: xEmitter
Default values
Property | Value |
---|---|
AmbientGlow | 80 |
bDynamicLight | True |
bNetTemporary | False |
bOnlyDirtyReplication | True |
bSwitchToZeroCollision | True |
CollisionHeight | 2.0 |
CollisionRadius | 2.0 |
Damage | 23.0 |
DamageRadius | 120.0 |
DrawScale | 1.2 |
ImpactSound | Sound'WeaponSounds.BioRifle.BioRifleGoo2' |
LifeSpan | 20.0 |
LightBrightness | 190.0 |
LightEffect | LE_QuadraticNonIncidence |
LightHue | 82 |
LightRadius | 0.6 |
LightSaturation | 10 |
LightType | LT_Steady |
Mesh | Mesh'XWeapons_rc.GoopMesh' |
MomentumTransfer | 40000.0 |
MyDamageType | Class'XWeapons.DamTypeBioGlob' |
Physics | PHYS_Falling |
Skins[0] | FinalBlend'GoopFB' |
SoundRadius | 100.0 |
SoundVolume | 255 |
Speed | 2000.0 |
TossZ | 0.0 |
Functions
Events
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
PostNetBeginPlay
Overrides: Actor.PostNetBeginPlay
Other instance functions
BlowUp
Overrides: Projectile.BlowUp
MergeWithGlob
SetGoopLevel
SplashGlobs
States
Flying
Modifiers: auto
Flying.HitWall
Overrides: Projectile.HitWall (global)
Flying.Landed
Overrides: Actor.Landed (global)
Flying.ProcessTouch
Overrides: Projectile.ProcessTouch (global)
OnGround
OnGround.AnimEnd
Overrides: Actor.AnimEnd (global)
OnGround.BeginState
Overrides: Object.BeginState (global)
OnGround.TakeDamage
Overrides: Actor.TakeDamage (global)
OnGround.Timer
Overrides: Actor.Timer (global)
OnGround.MergeWithGlob
Overrides: MergeWithGlob (global)
OnGround.ProcessTouch
Overrides: Projectile.ProcessTouch (global)
Shriveling
Shriveling.AnimEnd
Overrides: Actor.AnimEnd (global)
Shriveling.BeginState
Overrides: Object.BeginState (global)
Shriveling.ProcessTouch
Overrides: Projectile.ProcessTouch (global)