Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:PROJ_LinkTurret_Plasma (UT2004)
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Object >> Actor >> Projectile >> PROJ_LinkTurret_Plasma |
- Package:
- UT2k4AssaultFull
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. |
PROJ_LinkTurret_Plasma Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
Properties[edit]
Links[edit]
Type: int
Plasma[edit]
Type: FX_LinkTurret_GreenPlasma
VehicleDamageMult[edit]
Type: float
Default value: 4.0
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AmbientSound | Sound'WeaponSounds.ShockRifle.LinkGunProjectile' | ||||||||
bDynamicLight | True | ||||||||
Damage | 75.0 | ||||||||
DamageRadius | 300.0 | ||||||||
DrawScale3D |
|
||||||||
DrawType | DT_None | ||||||||
FluidSurfaceShootStrengthMod | 6.0 | ||||||||
ForceRadius | 30.0 | ||||||||
ForceScale | 5.0 | ||||||||
ForceType | FT_Constant | ||||||||
LifeSpan | 4.0 | ||||||||
LightBrightness | 255.0 | ||||||||
LightEffect | LE_QuadraticNonIncidence | ||||||||
LightHue | 100 | ||||||||
LightRadius | 3.0 | ||||||||
LightSaturation | 100 | ||||||||
LightType | LT_Steady | ||||||||
MaxEffectDistance | 7000.0 | ||||||||
MaxSpeed | 5000.0 | ||||||||
MomentumTransfer | 5000.0 | ||||||||
MyDamageType | Class'UT2k4AssaultFull.DamTypeLinkTurretPlasma' | ||||||||
SoundRadius | 50.0 | ||||||||
SoundVolume | 255 | ||||||||
Speed | 5000.0 |
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: Projectile.PostBeginPlay
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
Other instance functions[edit]
Explode[edit]
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Projectile.Explode
HurtRadius[edit]
simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
Overrides: Projectile.HurtRadius
LinkAdjust[edit]
simulated function LinkAdjust ()
ProcessTouch[edit]
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
Overrides: Projectile.ProcessTouch