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UE2:RedeemerProjectile (UT2004)

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UT2004 Object >> Actor >> Projectile >> RedeemerProjectile
Package: 
XWeapons
Direct subclass:
ONSAutoBomberBomb
This class in other games:
UT2003

rocket.

Properties[edit]

Property group 'RedeemerProjectile'[edit]

ShakeOffsetMag[edit]

Type: Object.Vector

max view offset vertically

Default value:

Member Value
Z 10.0

ShakeOffsetRate[edit]

Type: Object.Vector

how fast to offset view vertically

Default value:

Member Value
Z 200.0

ShakeOffsetTime[edit]

Type: float

how much time to offset view

Default value: 10.0

ShakeRotMag[edit]

Type: Object.Vector

how far to rot view

Default value:

Member Value
Z 250.0

ShakeRotRate[edit]

Type: Object.Vector

how fast to rot view

Default value:

Member Value
Z 2500.0

ShakeRotTime[edit]

Type: float

how much time to rot the instigator's view

Default value: 6.0

Internal variables[edit]

ExplosionEffectClass[edit]

Type: class<Emitter>


Default value: Class'XEffects.RedeemerExplosion'

SmokeTrail[edit]

Type: NewRedeemerTrail


Team[edit]

Type: byte


Default value: 255

Default values[edit]

Property Value
AmbientGlow 96
AmbientSound Sound'WeaponSounds.redeemer_flight'
bDynamicLight True
bFixedRotationDir True
bNetTemporary False
bProjTarget True
bUnlit False
CollisionHeight 12.0
CollisionRadius 24.0
Damage 250.0
DamageRadius 2000.0
DesiredRotation
Member Value
Roll 30000
DrawScale 0.5
DrawType DT_StaticMesh
ForceRadius 100.0
ForceScale 5.0
ForceType FT_DragAlong
LifeSpan 20.0
LightBrightness 255.0
LightEffect LE_QuadraticNonIncidence
LightHue 28
LightRadius 6.0
LightType LT_Steady
MaxSpeed 1000.0
MomentumTransfer 200000.0
MyDamageType Class'XWeapons.DamTypeRedeemer'
RotationRate
Member Value
Roll 50000
SoundRadius 100.0
SoundVolume 255
Speed 1000.0
StaticMesh StaticMesh'WeaponStaticMesh.RedeemerMissile'
TransientSoundRadius 5000.0
TransientSoundVolume 1.0

Functions[edit]

Events[edit]

BeginPlay[edit]

event BeginPlay ()

Overrides: Actor.BeginPlay


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Projectile.EncroachingOn


FellOutOfWorld[edit]

simulated event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Actor.FellOutOfWorld


HitWall[edit]

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

Overrides: Projectile.HitWall


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Projectile.PostBeginPlay


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

BlowUp[edit]

function BlowUp (Object.Vector HitLocation)

Overrides: Projectile.BlowUp


Explode[edit]

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

Overrides: Projectile.Explode


ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch


States[edit]

Dying[edit]

Dying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Dying.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: TakeDamage (global)


Dying.Timer[edit]

event Timer ()

Overrides: Timer (global)


Dying.ShakeView[edit]

function ShakeView ()