There is no spoon

UE2:U2Projectile (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Projectile >> U2Projectile
Package: 
U2
Direct subclasses:
ProjectileProximitySensor, ProjectileAltRocket, ProjectileAraknidBase, ProjectileAssaultExplosion, ProjectileAssaultRound, ProjectileAssaultRoundAlt, ProjectileAutoTurret, ProjectileBlackHole, ProjectileDispersionAlt2, ProjectileDispersionAlt, ProjectileDispersion, ProjectileEMP, ProjectileEMPimp, ProjectileEnergyBeam, ProjectileEnergyRelay, ProjectileFieldGeneratorAlt, ProjectileFieldGenerator, ProjectileFlameThrowerGel, ProjectileGrenade, ProjectileHeavyRocket, ProjectileLaserBeam, ProjectileLeech, ProjectilePistolBullet, ProjectileMiniRocket, ProjectileQuantumWave, ProjectileRocketTurret, ProjectileShotgun, ProjectileSkaarjBase, ProjectileTakkra

U2Projectile.uc $Author: Ascheidecker $ $Date: 11/28/02 10:11p $ $Revision: 32 $

Properties[edit]

Property group 'U2Projectile'[edit]

bNoFalloff[edit]

Type: bool

Falloff parm for HurtRadius.

BounceDamping[edit]

Type: float


BounceSoundRadius[edit]

Type: float


ExplosionEffect[edit]

Type: class<Actor>


ExplosionSound[edit]

Type: Sound


Health[edit]

Type: float


ImpactHandlerClass[edit]

Type: class<ImpactHandler>


MoveParticleEffect[edit]

Type: ParticleSalamander


ParticleEffect[edit]

Type: ParticleSalamander


ShakeDuration[edit]

Type: float


ShakeMagnitude[edit]

Type: float


ShakeRadius[edit]

Type: float


SplashDrawScale[edit]

Type: float


Default value: 0.2

WaterParticleEffect[edit]

Type: ParticleSalamander


Internal variables[edit]

bExplodeImpactSound[edit]

Type: bool

whether to play impact sound when exploding (e.g. false for grenades)

Default value: True

bGotVelocity[edit]

Type: bool


FirstTick[edit]

Type: float


HitSal[edit]

Type: ParticleSalamander


LifeSpanOnBounce[edit]

Type: float


MoveSal[edit]

Type: ParticleSalamander


StopNormalZ[edit]

Type: float


Default value: 0.5

Default values[edit]

Property Value
bNetTemporary False
TransientSoundRadius 500.0

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


HitWallEx[edit]

simulated event HitWallEx (Actor.CheckResult Hit)

Overrides: Actor.HitWallEx


LandedEx[edit]

simulated event LandedEx (Actor.CheckResult Hit)

Overrides: Actor.LandedEx


PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Other instance functions[edit]

AdjustTraceFireHit[edit]

function AdjustTraceFireHit (out Actor.CheckResult Hit)


Explode[edit]

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

Overrides: Projectile.Explode


ExplodeEx[edit]

simulated function ExplodeEx (Actor.CheckResult Hit)


GetLifeSeconds[edit]

simulated function float GetLifeSeconds ()


PostRecvVelocity[edit]

simulated function PostRecvVelocity ()

Overrides: Projectile.PostRecvVelocity


ProcessTouch[edit]

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch


ResetLifeSeconds[edit]

simulated function ResetLifeSeconds ()


SetLifespanOnBounce[edit]

function SetLifespanOnBounce (float DesiredLifeSpan)


ShouldSpawnEffect[edit]

simulated function bool ShouldSpawnEffect ()


SpawnEffect[edit]

simulated function ParticleSalamander SpawnEffect ()


TakeDamage[edit]

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage


TryExplodeEx[edit]

simulated function TryExplodeEx (Actor.CheckResult Hit)