I don't need to test my programs. I have an error-correcting modem.
UE2:Projectile (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Engine
- Direct subclasses:
- BioGlob, FlakChunk, Flakshell, GasBagBelch, Grenade, KrallBolt, TranslocatorBeacon, LinkProjectile, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile
- This class in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, U2, UT2004, UT3, UDK
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. |
Projectile.
A delayed-hit projectile that moves around for some time after it is created.
Properties
bSwitchToZeroCollision
Type: bool
Damage
Type: float
DamageRadius
Type: float
Default value: 220.0
ExplosionDecal
ExploWallOut
Type: float
distance to move explosions out from wall
ImpactSound
Type: Sound
InstigatorController
Type: Controller
MaxSpeed
Type: float
Limit on speed of projectile (0 means no limit)
Default value: 2000.0
MomentumTransfer
Type: float
Momentum magnitude imparted by impacting projectile.
MyDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
SpawnSound
Type: Sound
Sound made when projectile is spawned.
Speed
Type: float
Initial speed of projectile.
TossZ
Type: float
Default value: 100.0
ZeroCollider
Type: Actor
Default values
Property | Value |
---|---|
bAcceptsProjectors | False |
bCanBeDamaged | True |
bCollideActors | True |
bCollideWorld | True |
bDisturbFluidSurface | True |
bGameRelevant | True |
bNetInitialRotation | True |
bNetTemporary | True |
bReplicateInstigator | True |
bUnlit | True |
bUseCylinderCollision | True |
CollisionHeight | 0.0 |
CollisionRadius | 0.0 |
DrawType | DT_Mesh |
LifeSpan | 14.0 |
NetPriority | 2.5 |
Physics | PHYS_Projectile |
RemoteRole | ROLE_SimulatedProxy |
SoundVolume | 0 |
Texture | S_Camera |
Functions
Events
EncroachingOn
Overrides: Actor.EncroachingOn
HitWall
simulated event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Actor.HitWall
Touch
simulated singular event Touch (Actor Other)
Overrides: Actor.Touch
Other instance functions
BlowUp
simulated function BlowUp (Object.Vector HitLocation)
ClientSideTouch
simulated function ClientSideTouch (Actor Other, Object.Vector HitLocation)
DelayedHurtRadius
simulated function DelayedHurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, Object.Vector HitLocation)
Explode
simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)
ProcessTouch
simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)
RandSpin
simulated final function RandSpin (float spinRate)