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UE2:ShockProjectile (UT2004)

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UT2004 Object >> Actor >> Projectile >> ShockProjectile
Package: 
XWeapons
Direct subclasses:
ClassicShockProjectile, ONSShockTankProjectile, ONSSkyMine
This class in other games:
UT2003

ShockProjectile.

Properties[edit]

Property group 'ShockProjectile'[edit]

ComboAmmoCost[edit]

Type: int


Default value: 3

ComboDamage[edit]

Type: float


Default value: 200.0

ComboMomentumTransfer[edit]

Type: float


Default value: 150000.0

ComboRadius[edit]

Type: float


Default value: 275.0

ComboSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.ShockRifle.ShockComboFire'

Internal variables[edit]

ComboDamageType[edit]

Type: class<DamageType>


Default value: Class'XWeapons.DamTypeShockBeam'

ComboTarget[edit]

Type: Pawn

for AI use

ShockBallEffect[edit]

Type: ShockBall


tempStartLoc[edit]

Type: Object.Vector


Default values[edit]

Property Value
AmbientSound Sound'WeaponSounds.ShockRifle.ShockRifleProjectile'
bAlwaysFaceCamera True
bDynamicLight True
bNetTemporary False
bOnlyDirtyReplication True
bProjTarget True
bSwitchToZeroCollision True
CollisionHeight 10.0
CollisionRadius 10.0
CullDistance 4000.0
Damage 45.0
DamageRadius 150.0
DrawScale 0.7
DrawType DT_Sprite
ExplosionDecal Class'XEffects.ShockImpactScorch'
FluidSurfaceShootStrengthMod 8.0
ForceRadius 40.0
ForceScale 5.0
ForceType FT_Constant
ImpactSound Sound'WeaponSounds.ShockRifle.ShockRifleExplosion'
LifeSpan 10.0
LightBrightness 255.0
LightEffect LE_QuadraticNonIncidence
LightHue 195
LightRadius 4.0
LightSaturation 85
LightType LT_Steady
MaxEffectDistance 7000.0
MaxSpeed 1150.0
MomentumTransfer 70000.0
MyDamageType Class'XWeapons.DamTypeShockBall'
Skins[0] Texture'XEffectMat.Shock.shock_core_low'
SoundRadius 100.0
SoundVolume 50
Speed 1150.0
Style STY_Translucent
Texture Texture'XEffectMat.Shock.shock_core_low'

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Projectile.PostBeginPlay


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


TakeDamage[edit]

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

DestroyTrails[edit]

simulated function DestroyTrails ()


Explode[edit]

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

Overrides: Projectile.Explode


Monitor[edit]

function Monitor (Pawn P)


ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch


SuperExplosion[edit]

function SuperExplosion ()


States[edit]

WaitForCombo[edit]

WaitForCombo.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)