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UE2:TransBeacon (UT2004)

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

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 0.35
DrawType DT_StaticMesh
ExplosionDecal Class'XEffects.RocketMark'
ImpactSound Sound'WeaponSounds.P1GrenFloor1'
MomentumTransfer 50000.0
MyDamageType Class'XWeapons.DamTypeTeleFrag'
NetUpdateFrequency 8.0
Physics PHYS_Falling
PrePivot
Member Value
X 0.0
Y 0.0
Z 25.0
SoundPitch 128
SoundRadius 7.0
SoundVolume 250
Speed 1200.0
StaticMesh StaticMesh'WeaponStaticMesh.NewTranslocatorPuck'

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 ()


BotTranslocate[edit]

function BotTranslocate ()


Disrupted[edit]

simulated function bool Disrupted ()

Overrides: TranslocatorBeacon.Disrupted


EndMonitoring[edit]

function EndMonitoring ()


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 ()

Overrides: BotTranslocate (global)


MonitoringThrow.EndMonitoring[edit]

function EndMonitoring ()

Overrides: EndMonitoring (global)


MonitoringThrow.IsMonitoring[edit]

function bool IsMonitoring (Actor A)

Overrides: IsMonitoring (global)