Gah - a solution with more questions. – EntropicLqd
UE2:ONSRVWebProjectileLeader (UT2004)
Object >> Actor >> Projectile >> ONSRVWebProjectile >> ONSRVWebProjectileLeader |
Contents
- 1 Properties
- 1.1 Property group 'ONSRVWebProjectileLeader'
- 1.1.1 bEnableSuckTargetForce
- 1.1.2 bNoSuckFromBelow
- 1.1.3 bOnlySuckToDriven
- 1.1.4 bSuckFriendlyActor
- 1.1.5 bSymmetricSuckTarget
- 1.1.6 ProjGravityScale
- 1.1.7 ProjStuckNeighbourVelDamping
- 1.1.8 ProjVelDamping
- 1.1.9 SpringDamping
- 1.1.10 SpringExplodeLength
- 1.1.11 SpringLength
- 1.1.12 SpringMaxForce
- 1.1.13 SpringStiffness
- 1.1.14 StuckSpringStiffness
- 1.1.15 SuckReduceVelFactor
- 1.1.16 SuckTargetClasses
- 1.1.17 SuckTargetForce
- 1.1.18 SuckTargetOffset
- 1.1.19 SuckTargetRange
- 1.2 Internal variables
- 1.1 Property group 'ONSRVWebProjectileLeader'
- 2 Functions
- Package:
- Onslaught
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Properties
Property group 'ONSRVWebProjectileLeader'
bEnableSuckTargetForce
Type: bool
Default value: True
bNoSuckFromBelow
Type: bool
If the projectile is 'below' the suck target (ie. negative local Z) it won't get sucked.
bOnlySuckToDriven
Type: bool
Only suck to an actor if bDriving is true.
Default value: True
bSuckFriendlyActor
Type: bool
Don't get sucked towards actors on own team.
bSymmetricSuckTarget
Type: bool
Suck to SuckTargetOffset mirrored across Y as well (eg. for manta fans)
Default value: True
ProjGravityScale
Type: Object.InterpCurve
Default value:
Member | Value | ||||||||||||||||||||||||
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Points |
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ProjStuckNeighbourVelDamping
Type: float
Extra damping applied when a neighbour is attached to something.
Default value: 2.0
ProjVelDamping
Type: float
SpringDamping
Type: float
Default value: 6.0
SpringExplodeLength
Type: float
Max stretch length before web explodes.
Default value: 1250.0
SpringLength
Type: float
Default value: 50.0
SpringMaxForce
Type: float
Default value: 4500.0
SpringStiffness
Type: float
Default value: 5.0
StuckSpringStiffness
Type: float
when a projectile in this web gets stuck, SpringStiffness is set to this
Default value: 50.0
SuckReduceVelFactor
Type: float
Once a particle is getting sucked, how much to kill velocity that is not in the suck direction.
Default value: 0.9
SuckTargetClasses
Class of actors that projectile should get sucked towards.
Default value: Class'Onslaught.ONSHoverBike'
SuckTargetForce
Type: float
Force applied to suck projectile towards target.
Default value: 6500.0
SuckTargetOffset
Type: Object.Vector
Location in target ref frame that projectile will be sucked too
Default value:
Member | Value |
---|---|
X | 25.0 |
Y | 80.0 |
Z | -10.0 |
SuckTargetRange
Type: float
Distance from SuckTarget before projectile starts getting sucked.
Default value: 275.0
Internal variables
FireTime
Type: float
Projectiles
Type: array<ONSRVWebProjectile>
ProjTeam
Type: byte
Functions
Events
DetonateWeb
PostBeginPlay
Overrides: ONSRVWebProjectile.PostBeginPlay