I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:ProjectileSpawner (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:12, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT2003 Object >> Actor >> ProjectileSpawner
Package: 
XGame
This class in other games:
UT2004

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]

Type: class<xEmitter>

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]

Type: class<xEmitter>

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]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions[edit]

SpawnProjectile[edit]

function SpawnProjectile ()