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UE2:TransBeacon (UT2003)

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UT2003 Object >> Actor >> Projectile >> TranslocatorBeacon >> TransBeacon
Package: 
XWeapons
Direct subclasses:
BlueBeacon, ClassicRedBeacon, ClassicTransbeacon, RedBeacon
This class in other games:
UT2004

Translocator Beacon

Properties[edit]

bCanHitOwner[edit]

Type: bool


bDamaged[edit]

Type: bool


bHitWater[edit]

Type: bool


bNoAI[edit]

Type: bool


Disruption[edit]

Type: int


DisruptionThreshold[edit]

Type: int


Default value: 65

Disruptor[edit]

Type: Pawn


Flare[edit]

Type: xEmitter


Sparks[edit]

Type: TransBeaconSparks


Trail[edit]

Type: xEmitter


TransFlareClass[edit]

Type: class<TransFlareBlue>


Default value: Class'XEffects.TransFlareRed'

TranslocationTarget[edit]

Type: Actor

for AI

TransTrailClass[edit]

Type: class<TransTrail>


Default value: Class'XEffects.TransTrail'

Default values[edit]

Property Value
AmbientGlow 64
AmbientSound Sound'WeaponSounds.Redeemer_Flight'
bBounce True
bNetNotify True
bNetTemporary False
bOnlyDirtyReplication True
bOwnerNoSee True
bProjTarget True
bUnlit False
bUpdateSimulatedPosition True
CollisionHeight 10.0
CollisionRadius 10.0
DamageRadius 100.0
DrawScale 1.5
ExplosionDecal Class'XEffects.RocketMark'
ImpactSound Sound'WeaponSounds.P1GrenFloor1'
Mesh Mesh'Weapons.TransBeacon'
MomentumTransfer 50000.0
MyDamageType Class'XWeapons.DamTypeTeleFrag'
NetUpdateFrequency 8.0
Physics PHYS_Falling
PrePivot
Member Value
X 0.0
Y 0.0
Z -7.0
SoundPitch 128
SoundRadius 7.0
SoundVolume 250
Speed 1200.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: TranslocatorBeacon.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


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: TranslocatorBeacon.PostBeginPlay


TakeDamage[edit]

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

Overrides: Actor.TakeDamage


Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

AimUp[edit]

function bool AimUp ()


Disrupted[edit]

simulated function bool Disrupted ()

Overrides: TranslocatorBeacon.Disrupted


IsMonitoring[edit]

function bool IsMonitoring (Actor A)


ProcessTouch[edit]

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

Overrides: Projectile.ProcessTouch


SetTranslocationTarget[edit]

function SetTranslocationTarget (Actor T)


States[edit]

MonitoringThrow[edit]

MonitoringThrow.Destroyed[edit]

event Destroyed ()

Overrides: Destroyed (global)


MonitoringThrow.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


MonitoringThrow.HitWall[edit]

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

Overrides: HitWall (global)


MonitoringThrow.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


MonitoringThrow.Touch[edit]

event Touch (Actor Other)

Overrides: Projectile.Touch (global)


MonitoringThrow.BotTranslocate[edit]

function BotTranslocate ()


MonitoringThrow.EndMonitoring[edit]

function EndMonitoring ()


MonitoringThrow.IsMonitoring[edit]

function bool IsMonitoring (Actor A)

Overrides: IsMonitoring (global)