Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:ONSRocketProjectile (UT2004)

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UT2004 Object >> Actor >> Projectile >> ONSRocketProjectile
Package: 
Onslaught
Known custom subclasses:
Crusha/DynamicWeather, Crusha/DynamicWeather/DWLightning


Properties[edit]

bHitWater[edit]

Type: bool


Corona[edit]

Type: Effects


Dir[edit]

Type: Object.Vector


SmokeTrailEffect[edit]

Type: Emitter


Default values[edit]

Property Value
AmbientGlow 96
AmbientSound Sound'VMVehicleSounds-S.HoverTank.IncomingShell'
bFixedRotationDir True
bFullVolume True
Damage 300.0
DamageRadius 660.0
DesiredRotation
Member Value
Roll 30000
DrawType DT_StaticMesh
ExplosionDecal Class'Onslaught.ONSRocketScorch'
FluidSurfaceShootStrengthMod 10.0
ForceRadius 100.0
ForceScale 5.0
ForceType FT_Constant
LifeSpan 1.2
MaxSpeed 15000.0
MomentumTransfer 125000.0
MyDamageType Class'Onslaught.DamTypeTankShell'
RotationRate
Member Value
Roll 50000
SoundRadius 1000.0
SoundVolume 255
Speed 15000.0
StaticMesh StaticMesh'WeaponStaticMesh.RocketProj'
TransientSoundRadius 1000.0
TransientSoundVolume 1.0

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


Other instance functions[edit]

BlowUp[edit]

function BlowUp (Object.Vector HitLocation)

Overrides: Projectile.BlowUp


Explode[edit]

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

Overrides: Projectile.Explode


ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch