Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ONSRocketProjectile (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> ONSRocketProjectile |
- Package:
- Onslaught
- Known custom subclasses:
- Crusha/DynamicWeather, Crusha/DynamicWeather/DWLightning
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||
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 |
|
||||
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