Always snap to grid
UE2:ProjectileEMP (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> U2Projectile >> ProjectileEMP |
- Package:
- U2Weapons
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. |
projectileEMP.uc -- spawned by weaponEnergyRifle AltFire(), and projectileGrenadeEMP $Author: Aleiby $ $Date: 11/10/02 8:43p $ $Revision: 19 $
Properties[edit]
Property group 'projectileEMP'[edit]
MaxDamageRadius[edit]
Type: float
Default value: 120.0
RadiusPerSecond[edit]
Type: float
Default value: 60.0
Internal variables[edit]
Effect[edit]
Type: ParticleSalamander
Default values[edit]
Property | Value |
---|---|
AmbientSound | Sound'U2WeaponsA.EnergyRifle.ER_EMP' |
bNoFalloff | True |
Damage | 180.0 |
DamageRadius | 160.0 |
ExplosionEffect | Class'U2Weapons.ER_EMPExplosion' |
LifeSpan | 2.0 |
MaxSpeed | 800.0 |
MyDamageType | Class'U2.DamageTypeEMP' |
ShakeDuration | 1.0 |
ShakeMagnitude | 30.0 |
ShakeRadius | 1024.0 |
SoundRadius | 80.0 |
SoundVolume | 218 |
Speed | 800.0 |
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: U2Projectile.Destroyed
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: U2Projectile.PostBeginPlay
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Other instance functions[edit]
TakeDamage[edit]
function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: U2Projectile.TakeDamage