My program doesn't have bugs. It just develops random features.
UE2:ProjectileSpawner (UT2003)
Contents
- 1 Properties
- 1.1 Property group 'ProjectileSpawner'
- 1.1.1 Damage
- 1.1.2 DamageRadius
- 1.1.3 DamageType
- 1.1.4 ExplosionEmitter
- 1.1.5 ExplosionSound
- 1.1.6 GravityAffected
- 1.1.7 ProjectileLifeSpan
- 1.1.8 ProjectileMesh
- 1.1.9 ProjectileMeshScale
- 1.1.10 ProjectileSpeed
- 1.1.11 RandomStartDelay
- 1.1.12 SpawnRateMax
- 1.1.13 SpawnRateMin
- 1.1.14 SpawnSound
- 1.1.15 TrailEmitter
- 1.2 Default values
- 1.1 Property group 'ProjectileSpawner'
- 2 Functions
This Actor spawns Projectiles in a random interval that can damage Pawns. Triggering this Actor will cause it to spawn a single Projectile.
Properties[edit]
Property group 'ProjectileSpawner'[edit]
Damage[edit]
Type: float
The damage that a Pawn receives when he touches a spawned Projectile. Keep in mind that this represents the amount for the case that the Pawn is in the center of the DamageRadius, so the real damage is usually lower, depending on HitLocation and resistance to certain DamageTypes.
DamageRadius[edit]
Type: float
The maximum distance in Unreal Units in which the Pawn is still receiving damage.
DamageType[edit]
Type: class<DamageType>
The DamageType that is used for dealing the Damage.
ExplosionEmitter[edit]
The Effect that is used when the Projectile hits an obstacle.
ExplosionSound[edit]
Type: Sound
This is supposed to be a sound that is played when the Projectile hits something, but such functionality is missing in the code.
GravityAffected[edit]
Type: bool
The Projectile's PhysicsType is set to PHYS_Falling.
ProjectileLifeSpan[edit]
Type: float
How long the Projectile exists before it disappears. A LifeSpan value of two corresponds to one second in the game. If you don't set this to something greater than 0, the Projectile's LifeSpan value defaults to 30.
Default value: 10.0
ProjectileMesh[edit]
Type: Mesh
The SkeletalMesh that is used as Projectile.
ProjectileMeshScale[edit]
Type: float
The Mesh is scaled by this value.
ProjectileSpeed[edit]
Type: float
How fast the Projectile moves. The value corresponds to Unreal Units per second.
RandomStartDelay[edit]
Type: float
This is used to delay the initial spawning of Projectiles. The spawning begins after this much time in seconds has passed after the map has been loaded: SpawnRateMin + a random value between 0 and RandomStartDelay.
SpawnRateMax[edit]
Type: float
The maximum frequency of spawned Projectiles. One Projectile is spawned every 1/(random value between SpawnRateMin and SpawnRateMax) seconds. I.e. if SpawnRateMin and SpawnRateMax are both set to 0.5, one Projectile will be spawned every 1/0.5 (=2) seconds.
Default value: 1.0
SpawnRateMin[edit]
Type: float
The minimum frequency of spawned Projectiles. If this isn't greater than 0, no Projectiles will be spawned automatically, so you can use the Trigger-functionality of this Actor.
Default value: 1.0
SpawnSound[edit]
Type: Sound
The sound that is played each time when a Projectile is spawned.
TrailEmitter[edit]
The effect that is attached to the spawned Projectile and that will follow it like a trail.
Default values[edit]
Property | Value |
---|---|
bDirectional | True |
bHidden | True |
RemoteRole | ROLE_None |
Texture | S_Emitter |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Timer[edit]
Overrides: Actor.Timer
Trigger[edit]
Overrides: Actor.Trigger