My program doesn't have bugs. It just develops random features.

UE2:ONSAVRiLRocket (UT2004)

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UT2004 Object >> Actor >> Projectile >> ONSAVRiLRocket
Package: 
Onslaught

null

Properties[edit]

AccelerationAddPerSec[edit]

Type: float


Default value: 750.0

bLockedOn[edit]

Type: bool


Corona[edit]

Type: Effects


HomingTarget[edit]

Type: Vehicle


LeadTargetDelay[edit]

Type: float

don't lead target until missle has been flying for this many seconds

Default value: 1.0

LeadTargetStartTime[edit]

Type: float


OverrideTarget[edit]

Type: Actor


SmokeTrail[edit]

Type: Emitter


Default values[edit]

Property Value
AmbientGlow 96
bFixedRotationDir True
bIgnoreVehicles True
bNetTemporary False
bProjTarget True
bScriptPostRender True
bUpdateSimulatedPosition True
bUseCylinderCollision False
Damage 125.0
DamageRadius 150.0
DesiredRotation
Member Value
Roll 30000
DrawScale 0.2
DrawType DT_StaticMesh
ExplosionDecal Class'Onslaught.ONSRocketScorch'
ForceRadius 100.0
ForceScale 5.0
ForceType FT_Constant
LifeSpan 7.0
MaxSpeed 2800.0
MomentumTransfer 50000.0
MyDamageType Class'Onslaught.DamTypeONSAVRiLRocket'
RotationRate
Member Value
Roll 50000
Speed 550.0
StaticMesh StaticMesh'VMWeaponsSM.AVRiLprojectileSM'

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Projectile.PostBeginPlay


PostRender2D[edit]

simulated event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)

Overrides: Projectile.PostRender2D


TakeDamage[edit]

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

Overrides: Actor.TakeDamage


Tick[edit]

simulated event Tick (float deltaTime)

Overrides: Actor.Tick


Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

Explode[edit]

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

Overrides: Projectile.Explode