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UE2:Projectile (UT2004)

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UT2004 Object >> Actor >> Projectile
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

Projectile.

A delayed-hit projectile that moves around for some time after it is created.

Properties

bNoFX

Type: bool

used to prevent effects when projectiles are destroyed (see LimitationVolume)

bReadyToSplash

Type: bool


bScriptPostRender

Type: bool

if true, PostRender2D() gets called

bSpecialCalcView

Type: bool


bSwitchToZeroCollision

Type: bool

if collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision

Damage

Type: float


DamageRadius

Type: float


Default value: 220.0

ExplosionDecal

Type: class<Projector>


ExploWallOut

Type: float

distance to move explosions out from wall

HurtWall

Type: Actor


ImpactSound

Type: Sound


InstigatorController

Type: Controller


LastTouched

Type: Actor


MaxEffectDistance

Type: float


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

Static functions

GetRange

simulated static function float GetRange ()


Events

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


HitWall

simulated singular event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostRender2D

simulated event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)


Touch

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

BlowUp

simulated function BlowUp (Object.Vector HitLocation)


CanSplash

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


CheckMaxEffectDistance

simulated function bool CheckMaxEffectDistance (PlayerController P, Object.Vector SpawnLocation)

Overrides: Actor.CheckMaxEffectDistance


ClientSideTouch

simulated function ClientSideTouch (Actor Other, Object.Vector HitLocation)


DelayedHurtRadius

simulated function DelayedHurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


HurtRadius

simulated function HurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)

Overrides: Actor.HurtRadius


IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary


ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)


RandSpin

simulated final function RandSpin (float spinRate)


Reset

function Reset ()

Overrides: Actor.Reset


SpecialCalcView

function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, bool bBehindView)