Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ONSMortarShell (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> ONSMortarShell |
Contents
- Package:
- OnslaughtBP
- Direct subclasses:
- ONSMortarCamera, ONSArtilleryShellSmall
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Properties[edit]
AirExplosionEffectClass[edit]
Default value: Class'Onslaught.ONSSmallVehicleExplosionEffect'
bExploded[edit]
Type: bool
ExplosionEffectClass[edit]
Default value: Class'OnslaughtBP.ONSArtilleryGroundExplosion'
Glow[edit]
Type: Actor
trail[edit]
Type: xEmitter
Default values[edit]
Property | Value |
---|---|
AmbientGlow | 100 |
AmbientSound | Sound'ONSBPSounds.Artillery.ShellAmbient' |
bIgnoreTerminalVelocity | True |
bNetTemporary | False |
bOrientToVelocity | True |
bProjTarget | True |
CullDistance | 10000.0 |
Damage | 250.0 |
DamageRadius | 660.0 |
DrawScale | 2.5 |
DrawType | DT_StaticMesh |
ExplosionDecal | Class'XEffects.ShockAltDecal' |
ForceRadius | 60.0 |
ForceScale | 5.0 |
ForceType | FT_Constant |
LifeSpan | 8.0 |
MaxSpeed | 4000.0 |
MomentumTransfer | 575000.0 |
MyDamageType | Class'OnslaughtBP.DamTypeArtilleryShell' |
Physics | PHYS_Falling |
SoundRadius | 100.0 |
SoundVolume | 255 |
Speed | 4000.0 |
StaticMesh | StaticMesh'ONS-BPJW1.LargeShell' |
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
TakeDamage[edit]
event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Actor.TakeDamage
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
ExplodeInAir[edit]
simulated function ExplodeInAir ()
ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch
SpawnEffects[edit]
simulated function SpawnEffects (Object.Vector HitLocation, Object.Vector HitNormal)
StartTimer[edit]
simulated function StartTimer (float Fuse)