Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ONSMineProjectile (UT2004)
Object >> Actor >> Projectile >> ONSMineProjectile |
- Package:
- Onslaught
- Direct subclasses:
- ONSMineProjectileBLUE, ONSMineProjectileRED
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Properties[edit]
Property group 'ONSMineProjectile'[edit]
DetectionTimer[edit]
Type: float
check target every this many seconds
Default value: 0.5
ExplodeSound[edit]
Type: Sound
Default value: Sound'WeaponSounds.RocketLauncher.RocketLauncherFire'
HeightOffset[edit]
Type: float
ScurryAnimRate[edit]
Type: float
Default value: 4.1
ScurrySpeed[edit]
Type: float
Default value: 525.0
Internal variables[edit]
bClosedDown[edit]
Type: bool
bGoToTargetLoc[edit]
Type: bool
TargetLoc[edit]
Type: Object.Vector
TargetLocFuzz[edit]
Type: int
Default value: 250
TargetPawn[edit]
Type: Pawn
TeamNum[edit]
Type: int
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AmbientGlow | 80 | ||||
bBlockKarma | True | ||||
bBounce | True | ||||
bClientAnim | True | ||||
bHardAttach | True | ||||
bNetTemporary | False | ||||
bRotateToDesired | True | ||||
bUpdateSimulatedPosition | True | ||||
CollisionHeight | 10.0 | ||||
CollisionRadius | 10.0 | ||||
CullDistance | 6000.0 | ||||
Damage | 95.0 | ||||
DamageRadius | 250.0 | ||||
DrawScale | 0.2 | ||||
ImpactSound | Sound'WeaponSounds.BaseGunTech.BGrenfloor1' | ||||
LifeSpan | 0.0 | ||||
MaxSpeed | 800.0 | ||||
Mesh | Mesh'ONSWeapons-A.ParasiteMine' | ||||
MomentumTransfer | 50000.0 | ||||
MyDamageType | Class'Onslaught.DamTypeONSMine' | ||||
Physics | PHYS_Falling | ||||
PrePivot |
|
||||
RotationRate |
|
||||
SoundRadius | 100.0 | ||||
SoundVolume | 255 | ||||
Speed | 800.0 | ||||
TossZ | 0.0 |
Functions[edit]
Events[edit]
Attach[edit]
Overrides: Actor.Attach
Destroyed[edit]
Overrides: Actor.Destroyed
Detach[edit]
Overrides: Actor.Detach
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay[edit]
Overrides: Projectile.PostBeginPlay
PostNetBeginPlay[edit]
Overrides: Actor.PostNetBeginPlay
TakeDamage[edit]
Overrides: Actor.TakeDamage
Other instance functions[edit]
AcquireTarget[edit]
AdjustSpeed[edit]
BlowUp[edit]
Overrides: Projectile.BlowUp
ProcessTouch[edit]
Overrides: Projectile.ProcessTouch
SetScurryTarget[edit]
WarnTarget[edit]
States[edit]
Flying[edit]
Modifiers: auto
Flying.BeginState[edit]
Overrides: Object.BeginState (global)
Flying.HitWall[edit]
Overrides: Projectile.HitWall (global)
Flying.Landed[edit]
Overrides: Actor.Landed (global)
OnGround[edit]
Modifiers: simulated
OnGround.BeginState[edit]
Overrides: Object.BeginState (global)
OnGround.EndState[edit]
Overrides: Object.EndState (global)
OnGround.Timer[edit]
Overrides: Actor.Timer (global)
Scurrying[edit]
Modifiers: simulated
Scurrying.BaseChange[edit]
Overrides: Actor.BaseChange (global)
Scurrying.BeginState[edit]
Overrides: Object.BeginState (global)
Scurrying.EndState[edit]
Overrides: Object.EndState (global)
Scurrying.Landed[edit]
Overrides: Actor.Landed (global)
Scurrying.Timer[edit]
Overrides: Actor.Timer (global)
ScurryToTargetLoc[edit]
Extends: Scurrying
Modifiers: simulated
ScurryToTargetLoc.EndState[edit]
Overrides: Scurrying.EndState
ScurryToTargetLoc.Landed[edit]
Overrides: Scurrying.Landed
ScurryToTargetLoc.Timer[edit]
Overrides: Scurrying.Timer
ScurryToTargetLoc.SetScurryTarget[edit]
Overrides: SetScurryTarget (global)