I'm a doctor, not a mechanic

UE2:LandMines (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Decoration >> BreakableItem >> MineBase >> LandMines
Package: 
Deployables

null

Properties[edit]

TripDelayOverrideVelocity[edit]

Type: float


Default value: 1500.0

Default values[edit]

Property Value
AlternateSkins[0] Shader'XMPWorldItemsT.Items.mine_sd_001_Red'
AlternateSkins[1] Shader'XMPWorldItemsT.Items.mine_sd_001_blue'
ArmingDelay 2.0
ArmingSound Sound'U2XMPA.LandMines.M_Armed'
bDamageable False
bIgnoreEncroachers False
bUseCylinderCollision True
CollisionHeight 50.0
CollisionRadius 55.0
DamageAmount 700.0
DamageRadius 500.0
DamageType Class'U2.DamageTypeMine'
DeploySound Sound'U2XMPA.LandMines.M_Activate'
Description "Land Mine"
DrawType DT_StaticMesh
EnergyCostPerSec 0.0012
ExplodeDelay 0.5
Momentum 400000.0
Physics PHYS_Falling
PrePivot
Member Value
Z 40.0
StaticMesh StaticMesh'XMPWorldItemsM.Items.Mine_SD_001'
TrippedSound Sound'U2XMPA.LandMines.M_Tripped'

Functions[edit]

Events[edit]

PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


Other instance functions[edit]

GetConsumerClassIndex[edit]

function int GetConsumerClassIndex ()

Overrides: Actor.GetConsumerClassIndex


States[edit]

Armed[edit]

Armed.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Armed.Touch[edit]

event Touch (Actor Other)

Overrides: MineBase.Armed.Touch


Deployed[edit]

Inherits from: MineBase.Deployed

Modifiers: auto

Deployed.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Decoration.Landed (global)