Gah - a solution with more questions. – EntropicLqd
UE2:Projectile (UT2004)
Contents
- 1 Properties
- 1.1 bNoFX
- 1.2 bReadyToSplash
- 1.3 bScriptPostRender
- 1.4 bSpecialCalcView
- 1.5 bSwitchToZeroCollision
- 1.6 Damage
- 1.7 DamageRadius
- 1.8 ExplosionDecal
- 1.9 ExploWallOut
- 1.10 HurtWall
- 1.11 ImpactSound
- 1.12 InstigatorController
- 1.13 LastTouched
- 1.14 MaxEffectDistance
- 1.15 MaxSpeed
- 1.16 MomentumTransfer
- 1.17 MyDamageType
- 1.18 SpawnSound
- 1.19 Speed
- 1.20 TossZ
- 1.21 ZeroCollider
- 1.22 Default values
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- FlakChunk, BioGlob, FX_SpaceFighter_InstantHitLaser, Flakshell, GasBagBelch, Grenade, KrallBolt, LinkProjectile, ONSAVRiLRocket, ONSAttackCraftMissle, ONSBomb, ONSBomberRocketProjectile, ONSDecoy, ONSDualACRocket, ONSGrenadeProjectile, ONSMASRocketProjectile, ONSMineProjectile, ONSMortarShell, ONSPlasmaProjectile, ONSRVWebProjectile, ONSRocketProjectile, PROJ_LinkTurret_Plasma, PROJ_Sentinel_Laser, PROJ_SpaceFighter_Rocket, PROJ_TurretSkaarjPlasma, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile, TracerProjectile, TranslocatorBeacon
- Known custom subclasses:
- Crusha/DynamicWeather, Crusha/DynamicWeather/DWHail, Crusha/DynamicWeather/DWMeteor, Crusha/DynamicWeather/DWRealRain
- This class in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT3, UDK
A delayed-hit projectile that moves around for some time after it is created.
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Properties[edit]
bNoFX[edit]
Type: bool
Used to prevent effects when projectiles are destroyed. (see e.g. LimitationVolume)
bReadyToSplash[edit]
Type: bool
Set during PostBeginPlay() to prevent the projectile from causing a splash effect at spawn-time.
bScriptPostRender[edit]
Type: bool
If true, PostRender2D() gets called for the projectile. Actually only used by the ONSAVRiLRocket to highlight incoming AVRiLs for Cicada gunners (ONSDualACGatlingGunPawn).
bSpecialCalcView[edit]
Type: bool
Use the projectile's SpecialCalcView function instead of letting the PlayerController handle the camera
bSwitchToZeroCollision[edit]
Type: bool
If the projectile's collision cylinder is non-zero and it hits an actor with bBlockNonZeroExtentTraces=False, try collision with zero-extent collision instead.
Damage[edit]
Type: float
The projectile's impact damage.
DamageRadius[edit]
Type: float
The projectile's explosion damage radius.
Default value: 220.0
ExplosionDecal[edit]
A decal to spawn when hitting a wall.
ExploWallOut[edit]
Type: float
The actual explosion center is moved away from the wall impact location along the hit normal by this amount. This prevents visibility test traces from getting stuck in the wall.
HurtWall[edit]
Type: Actor
Set during HitWall if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance.
ImpactSound[edit]
Type: Sound
A sound effect to play when exploding.
InstigatorController[edit]
Type: Controller
The Controller of the Instigator. This is set at spawn-time so long living projectiles can be associated with their owning player even if that player dies before the projectile causes damage.
LastTouched[edit]
Type: Actor
Set during Touch to the touched actor. The radius damage to this actor is not reduced by distance.
MaxEffectDistance[edit]
Type: float
MaxSpeed[edit]
Type: float
Limit on speed of projectile (0 means no limit)
Default value: 2000.0
MomentumTransfer[edit]
Type: float
Momentum magnitude imparted by impacting projectile.
MyDamageType[edit]
Type: class<DamageType>
This projectile's damage type.
Default value: Class'Engine.DamageType'
SpawnSound[edit]
Type: Sound
Sound made when projectile is spawned.
Speed[edit]
Type: float
Initial speed of projectile.
TossZ[edit]
Type: float
Default value: 100.0
ZeroCollider[edit]
Type: Actor
Default values[edit]
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[edit]
Static functions[edit]
GetRange[edit]
Calculates and returns the projectile's range, based on the default MaxSpeed and LifeSpan. If the projectile has an infinite default lifespan (0.0), a range of 15000.0 is assumed.
Events[edit]
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
HitWall[edit]
Overrides: Actor.HitWall
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PostRender2D[edit]
Touch[edit]
Overrides: Actor.Touch
Other instance functions[edit]
BlowUp[edit]
CanSplash[edit]
Overrides: Actor.CanSplash
CheckMaxEffectDistance[edit]
Overrides: Actor.CheckMaxEffectDistance
ClientSideTouch[edit]
DelayedHurtRadius[edit]
Explode[edit]
HurtRadius[edit]
Overrides: Actor.HurtRadius
IsStationary[edit]
Overrides: Actor.IsStationary
ProcessTouch[edit]
RandSpin[edit]
Reset[edit]
Overrides: Actor.Reset