I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "UE2:Projectile (UT2004)"
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A delayed-hit projectile that moves around for some time after it is created. | A delayed-hit projectile that moves around for some time after it is created. | ||
+ | {{expand}} | ||
==Properties== | ==Properties== | ||
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'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Used to prevent effects when projectiles are destroyed. (see e.g. {{cl|LimitationVolume}}) | |
====bReadyToSplash==== | ====bReadyToSplash==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Set during {{tl|PostBeginPlay}}() to prevent the projectile from causing a splash effect at spawn-time. | |
====bScriptPostRender==== | ====bScriptPostRender==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | If true, {{tl|PostRender2D}}() gets called for the projectile. Actually only used by the {{cl|ONSAVRiLRocket}} to highlight incoming AVRiLs for [[liandri:Cicada|Cicada]] gunners ({{cl|ONSDualACGatlingGunPawn}}). | |
====bSpecialCalcView==== | ====bSpecialCalcView==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Use the projectile's {{tl|SpecialCalcView}} function instead of letting the {{cl|PlayerController}} handle the camera | |
====bSwitchToZeroCollision==== | ====bSwitchToZeroCollision==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | If the projectile's collision cylinder is non-zero and it hits an actor with {{tl|bBlockNonZeroExtentTraces||Actor properties}}=''False'', try collision with zero-extent collision instead. | |
====Damage==== | ====Damage==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | The projectile's impact damage. | |
====DamageRadius==== | ====DamageRadius==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | The projectile's explosion damage radius. | |
'''Default value:''' 220.0 | '''Default value:''' 220.0 | ||
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'''Type:''' [[class]]<{{cl|Projector}}> | '''Type:''' [[class]]<{{cl|Projector}}> | ||
− | + | A decal to spawn when hitting a wall. | |
====ExploWallOut==== | ====ExploWallOut==== | ||
'''Type:''' [[float]] | '''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==== | ====HurtWall==== | ||
'''Type:''' {{cl|Actor}} | '''Type:''' {{cl|Actor}} | ||
− | + | Set during {{tl|HitWall}} if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance. | |
====ImpactSound==== | ====ImpactSound==== | ||
'''Type:''' {{cl|Sound}} | '''Type:''' {{cl|Sound}} | ||
− | + | A sound effect to play when exploding. | |
====InstigatorController==== | ====InstigatorController==== | ||
'''Type:''' {{cl|Controller}} | '''Type:''' {{cl|Controller}} | ||
− | + | The Controller of the {{tl|Instigator||Actor internal variables}}. 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==== | ====LastTouched==== | ||
'''Type:''' {{cl|Actor}} | '''Type:''' {{cl|Actor}} | ||
− | + | Set during {{tl|Touch}} to the touched actor. The radius damage to this actor is not reduced by distance. | |
====MaxEffectDistance==== | ====MaxEffectDistance==== | ||
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'''Type:''' [[class]]<{{cl|DamageType}}> | '''Type:''' [[class]]<{{cl|DamageType}}> | ||
− | + | This projectile's damage type. | |
'''Default value:''' [[Types#Class|Class]]'{{cl|DamageType|Engine}}' | '''Default value:''' [[Types#Class|Class]]'{{cl|DamageType|Engine}}' | ||
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{{code|simulated static function [[float]] '''GetRange''' ()}} | {{code|simulated static function [[float]] '''GetRange''' ()}} | ||
− | + | Calculates and returns the projectile's range, based on the default {{tl|MaxSpeed}} and {{tl|LifeSpan||Actor properties}}. If the projectile has an infinite default lifespan (0.0), a range of 15000.0 is assumed. | |
===Events=== | ===Events=== |
Latest revision as of 15:29, 28 November 2008
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.
Please help improve this article or section by expanding it. |
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