Always snap to grid

UE2:DECO_ExplodingBarrel (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Decoration >> DECO_ExplodingBarrel
Package: 
UT2k4Assault

DECO_ExplodingBarrel Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

Properties[edit]

Backup_Health[edit]

Type: int


bCheckForStackedBarrels[edit]

Type: bool


DelayedDamageInstigatorController[edit]

Type: Controller


RadiusDamage[edit]

Type: float


Default value: 256.0

VT[edit]

Type: VolumeTimer


Default values[edit]

Property Value
AmbientGlow 48
bBlockActors True
bBlockKarma True
bCollideActors True
bCollideWorld True
bDamageable True
bEdShouldSnap True
bStatic False
bUseCylinderCollision True
CollisionHeight 32.0
DrawType DT_StaticMesh
EffectWhenDestroyed Class'UT2k4Assault.FX_ExplodingBarrel'
Health 25
NetUpdateFrequency 1.0
StaticMesh StaticMesh'AS_Decos.ExplodingBarrel'

Functions[edit]

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Decoration.BaseChange


Bump[edit]

event Bump (Actor Other)

Overrides: Decoration.Bump


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Decoration.Landed


PhysicsVolumeChange[edit]

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


TakeDamage[edit]

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Decoration.TakeDamage


Other instance functions[edit]

CheckNearbyBarrels[edit]

function CheckNearbyBarrels ()


HurtRadius[edit]

simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)

Overrides: Actor.HurtRadius


IsNearbyBarrel[edit]

simulated final function bool IsNearbyBarrel (Actor A)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


SetDelayedDamageInstigatorController[edit]

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


TimerPop[edit]

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop