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UE2:Flakshell (UT2004)
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Object >> Actor >> Projectile >> Flakshell |
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flakshell
Properties[edit]
Glow[edit]
Type: Actor
initialDir[edit]
Type: Object.Vector
trail[edit]
Type: xEmitter
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 100 |
AmbientSound | Sound'WeaponSounds.BaseProjectileSounds.BFlakCannonProjectile' |
bProjTarget | True |
CullDistance | 4000.0 |
Damage | 90.0 |
DrawScale | 8.0 |
DrawType | DT_StaticMesh |
ExplosionDecal | Class'XEffects.ShockAltDecal' |
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 | 225.0 |
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: Projectile.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)