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UE2:ONSRVWebProjectile (UT2004)

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UT2004 Object >> Actor >> Projectile >> ONSRVWebProjectile
Package: 
Onslaught
Direct subclass:
ONSRVWebProjectileLeader

null

Properties

Property group 'ONSRVWebProjectile'

BeamSubEmitterIndex

Type: int

Emitter index of BeamEmitter than connects projectiles.

Default value: 2

ExplodeDelay

Type: float


Default value: 3.0

ExplodeEffect

Type: class<Actor>


Default value: Class'XEffects.GoopSparks'

ExplodeSound

Type: Sound


Default value: Sound'WeaponSounds.BioRifle.BioRifleGoo1'

ExtraDamageClass

Type: class<Actor>

If we stick to this class, do more damage.

Default value: Class'Onslaught.ONSHoverBike'

ExtraDamageMultiplier

Type: float


Default value: 1.5

StuckSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.WebLauncher.WebStick'

Internal variables

bBeingSucked

Type: bool


LastTickTime

Type: float


Leader

Type: ONSRVWebProjectileLeader


ProjectileEffect

Type: Emitter


ProjectileEffectClass

Type: class<Emitter>

Assumes Emitter 0 is the beam to next projectile.

Default value: Class'Onslaught.ONSRVWebProjectileEffect'

ProjNumber

Type: int


Default value: -1

StuckActor

Type: Actor


StuckNormal

Type: Object.Vector


Default values

Property Value
bNetTemporary False
bUpdateSimulatedPosition True
Damage 65.0
DamageRadius 150.0
DrawType DT_None
MomentumTransfer 10000.0
MyDamageType Class'Onslaught.DamTypeONSWeb'
NetUpdateFrequency 10.0
Speed 1750.0

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


HitWall

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Projectile.HitWall


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Projectile.PostBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions

BlowUp

function BlowUp (Object.Vector HitLocation)

Overrides: Projectile.BlowUp


Explode

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

Overrides: Projectile.Explode


ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch


States

Stuck

Stuck.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Stuck.Timer

event Timer ()

Overrides: Actor.Timer (global)