Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:LaserTripMines (U2)
Object >> Actor >> Decoration >> BreakableItem >> MineBase >> LaserTripMines |
Contents
- Package:
- Deployables
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Properties[edit]
Property group 'LaserTripMines'[edit]
LaserFX[edit]
Type: TripLaser
TeamLaserEffects[edit]
Default value, index 0: TripLaser'LaserTripMine_FX.TripLaser0'
Default value, index 1: TripLaser'LaserTripMine_FX.TripLaser1'
Internal variables[edit]
BasedLocation[edit]
Type: Object.Vector
cached location so that we can explode in the right place when un-based.
bTripped[edit]
Type: bool
EndActor[edit]
Type: Actor
actor that the end of the laser hit
EndPt[edit]
Type: Object.Vector
endpoints of laser
StartPt[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
AlternateSkins[0] | Shader'XMPWorldItemsT.Items.LASERTRIPMINE_SD_001_RED' |
AlternateSkins[1] | Shader'XMPWorldItemsT.Items.lasertripmine_sd_001_blue' |
AmbientNoiseSound | Sound'U2XMPA.LaserTripMines.LM_Ambient' |
ArmingDelay | 2.0 |
ArmingSound | Sound'U2XMPA.LaserTripMines.LM_Armed' |
bAlwaysRelevant | True |
bBlockKarma | True |
bHardAttach | True |
bIgnoreEncroachers | False |
CollisionHeight | 9.0 |
CollisionRadius | 9.0 |
DamageAmount | 300.0 |
DamageRadius | 512.0 |
DamageType | Class'U2.DamageTypeTripMine' |
DeploySound | Sound'U2XMPA.LaserTripMines.LM_Activate' |
Description | "Laser Trip Mine" |
DrawType | DT_StaticMesh |
EnergyCostPerSec | 0.0015 |
ExplodeDelay | 0.2 |
Momentum | 600000.0 |
SoundVolume | 30 |
StaticMesh | StaticMesh'XMPWorldItemsM.Items.Laser_Tripmine_001' |
TrippedSound | Sound'U2XMPA.LaserTripMines.LM_Tripped' |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: MineBase.Destroyed
PreBeginPlay[edit]
Overrides: BreakableItem.PreBeginPlay
Other instance functions[edit]
CreateTheLaserBeam[edit]
Explode[edit]
Overrides: MineBase.Explode
GetConsumerClassIndex[edit]
Overrides: Actor.GetConsumerClassIndex
States[edit]
Armed[edit]
Armed.BaseChange[edit]
Overrides: MineBase.BaseChange (global)
Armed.Touch[edit]
Overrides: MineBase.Armed.Touch
Armed.HandleTripped[edit]
Overrides: MineBase.Armed.HandleTripped
Armed.PostArmed[edit]
Overrides: MineBase.Armed.PostArmed
Deployed[edit]
Inherits from: MineBase.Deployed
Modifiers: auto
Deployed.BeginState[edit]
Overrides: MineBase.Deployed.BeginState