Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:RocketProjectileSeeking (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> RocketProjectileSeeking |
- Package:
- Weapons
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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Properties[edit]
Property group 'RocketProjectileSeeking'[edit]
ExplodeSound[edit]
Type: Sound
Default value: Sound'WeaponsA.RocketLauncher.RL_ExplodeMini'
MidPointOffset[edit]
Type: float
Default value: 512.0
ShakeDuration[edit]
Type: float
Default value: 0.3
ShakeMagnitude[edit]
Type: float
Default value: 20.0
ShakeRadius[edit]
Type: float
Default value: 512.0
TurnRate[edit]
Type: float
Default value: 0.38
TurnRateRampUp[edit]
Type: float
Default value: 0.6
Internal variables[edit]
bExploded[edit]
Type: bool
Index[edit]
Type: int
MidPoint[edit]
Type: Object.Vector
MidPointTimer[edit]
Type: float
PaintedTarget[edit]
Type: Actor
RocketContinueNotifyTimer[edit]
Type: float
Trail[edit]
Type: ParticleGenerator
Default values[edit]
Property | Value |
---|---|
Damage | 70.0 |
DamageRadius | 80.0 |
DrawType | DT_StaticMesh |
LifeSpan | 18.0 |
LightBrightness | 255.0 |
LightEffect | LE_NonIncidence |
LightHue | 28 |
LightRadius | 6.0 |
LightType | LT_Steady |
MaxSpeed | 1200.0 |
MomentumTransfer | 25000.0 |
MyDamageType | Class'U2.RocketDamage' |
SoundPitch | 100 |
SoundRadius | 30.0 |
SoundVolume | 255 |
SpawnSound | Sound'WeaponsA.RocketLauncher.RL_ExplodeMini' |
Speed | 1200.0 |
StaticMesh | StaticMesh'343M.Projectiles.Rocket_Small' |
TransientSoundRadius | 500.0 |
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
PreBeginPlay[edit]
simulated event PreBeginPlay ()
Overrides: Projectile.PreBeginPlay
TakeDamage[edit]
event TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Actor.TakeDamage
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Other instance functions[edit]
Explode[edit]
Overrides: Projectile.Explode
SetTarget[edit]
function SetTarget (Actor A)