I'm a doctor, not a mechanic

UE2:Flakshell (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Actor >> Projectile >> Flakshell
Package: 
XWeapons
This class in other games:
UT2004

flakshell

Properties[edit]

initialDir[edit]

Type: Object.Vector


trail[edit]

Type: xEmitter


Default values[edit]

Property Value
AmbientGlow 100
AmbientSound Sound'WeaponSounds.BaseProjectileSounds.BFlakCannonProjectile'
bProjTarget True
Damage 90.0
DrawScale 8.0
DrawType DT_StaticMesh
ExplosionDecal Class'XEffects.RocketMark'
ForceRadius 60.0
ForceScale 5.0
ForceType FT_Constant
LifeSpan 6.0
MomentumTransfer 75000.0
MyDamageType Class'XWeapons.DamTypeFlakShell'
Physics PHYS_Falling
Skins[0] Texture'NewFlakSkin'
SoundRadius 100.0
SoundVolume 255
Speed 1200.0
StaticMesh StaticMesh'WeaponStaticMesh.FlakShell'
TossZ 200.0

Functions[edit]

Events[edit]

destroyed[edit]

simulated event destroyed ()

Overrides: Actor.Destroyed


HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Projectile.HitWall


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

Explode[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Projectile.Explode


ProcessTouch[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch


SpawnEffects[edit]

simulated function SpawnEffects (Object.Vector HitLocation, Object.Vector HitNormal)