I'm a doctor, not a mechanic

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

Property group 'RedeemerProjectile'

ShakeOffsetMag

Type: Object.Vector

max view offset vertically

Default value:

Member Value
Z 10.0

ShakeOffsetRate

Type: Object.Vector

how fast to offset view vertically

Default value:

Member Value
Z 200.0

ShakeOffsetTime

Type: float

how much time to offset view

Default value: 10.0

ShakeRotMag

Type: Object.Vector

how far to rot view

Default value:

Member Value
Z 250.0

ShakeRotRate

Type: Object.Vector

how fast to rot view

Default value:

Member Value
Z 2500.0

ShakeRotTime

Type: float

how much time to rot the instigator's view

Default value: 6.0

Internal variables

ExplosionEffectClass

Type: class<Emitter>


Default value: Class'XEffects.RedeemerExplosion'

SmokeTrail

Type: NewRedeemerTrail


Team

Type: byte


Default value: 255

Default values

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

Events

BeginPlay

event BeginPlay ()

Overrides: Actor.BeginPlay


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Projectile.EncroachingOn


FellOutOfWorld

simulated event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Actor.FellOutOfWorld


HitWall

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

Overrides: Projectile.HitWall


Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Projectile.PostBeginPlay


TakeDamage

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

Overrides: Actor.TakeDamage


Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

BlowUp

function BlowUp (Object.Vector HitLocation)

Overrides: Projectile.BlowUp


Explode

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

Overrides: Projectile.Explode


ProcessTouch

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

Overrides: Projectile.ProcessTouch


States

Dying

Dying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Dying.TakeDamage

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

Overrides: TakeDamage (global)


Dying.Timer

event Timer ()

Overrides: Timer (global)


Dying.ShakeView

function ShakeView ()