Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:ProjectileSkaarjBase (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Projectile >> U2Projectile >> ProjectileSkaarjBase
Package: 
U2Pawns
Direct subclasses:
ProjectileSkaarjMedium, ProjectileSkaarjHeavySeeking, ProjectileSkaarjHeavy, ProjectileSkaarjLight

ProjectileSkaarjBase.uc $Author: Mpoesch $ $Date: 12/03/02 12:39a $ $Revision: 7 $

Properties[edit]

Property group 'ProjectileSkaarjBase'[edit]

ExplodeParticleGenerator[edit]

Type: ParticleGenerator


FireParticleSalamander[edit]

Type: ParticleSalamander


FireSound[edit]

Type: Sound


PreFireParticleSalamander[edit]

Type: ParticleSalamander


Default value: ParticleSalamander'skaarj_fx.ParticleSalamander8'

Internal variables[edit]

Effect[edit]

Type: ParticleSalamander


Default values[edit]

Property Value
LifeSpan 10.0
MyDamageType Class'U2Pawns.DamageTypeSkaarjProjectile'
SoundRadius 100.0
SoundVolume 255

Functions[edit]

Static functions[edit]

GetProjectileSpeed[edit]

static function float GetProjectileSpeed (Actor ContextActor)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: U2Projectile.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: U2Projectile.PostBeginPlay


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: U2Projectile.PreBeginPlay


Other instance functions[edit]

ExplodeEx[edit]

simulated function ExplodeEx (Actor.CheckResult Hit)

Overrides: U2Projectile.ExplodeEx


TakeDamage[edit]

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: U2Projectile.TakeDamage