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UE2:U2Projectile (U2XMP)

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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

Property group 'U2Projectile'

bNoFalloff

Type: bool

Falloff parm for HurtRadius.

BounceDamping

Type: float


BounceSoundRadius

Type: float


ExplosionEffect

Type: class<Actor>


ExplosionSound

Type: Sound


Health

Type: float


ImpactHandlerClass

Type: class<ImpactHandler>


MoveParticleEffect

Type: ParticleSalamander


ParticleEffect

Type: ParticleSalamander


ShakeDuration

Type: float


ShakeMagnitude

Type: float


ShakeRadius

Type: float


SplashDrawScale

Type: float


Default value: 0.2

WaterParticleEffect

Type: ParticleSalamander


Internal variables

bExplodeImpactSound

Type: bool

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

Default value: True

bGotVelocity

Type: bool


FirstTick

Type: float


HitSal

Type: ParticleSalamander


LifeSpanOnBounce

Type: float


MoveSal

Type: ParticleSalamander


StopNormalZ

Type: float


Default value: 0.5

Default values

Property Value
bNetTemporary False
TransientSoundRadius 500.0

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


HitWallEx

simulated event HitWallEx (Actor.CheckResult Hit)

Overrides: Actor.HitWallEx


LandedEx

simulated event LandedEx (Actor.CheckResult Hit)

Overrides: Actor.LandedEx


PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Other instance functions

AdjustTraceFireHit

function AdjustTraceFireHit (out Actor.CheckResult Hit)


Explode

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

Overrides: Projectile.Explode


ExplodeEx

simulated function ExplodeEx (Actor.CheckResult Hit)


GetLifeSeconds

simulated function float GetLifeSeconds ()


PostRecvVelocity

simulated function PostRecvVelocity ()

Overrides: Projectile.PostRecvVelocity


ProcessTouch

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch


ResetLifeSeconds

simulated function ResetLifeSeconds ()


SetLifespanOnBounce

function SetLifespanOnBounce (float DesiredLifeSpan)


ShouldSpawnEffect

simulated function bool ShouldSpawnEffect ()


SpawnEffect

simulated function ParticleSalamander SpawnEffect ()


TakeDamage

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

Overrides: Actor.TakeDamage


TryExplodeEx

simulated function TryExplodeEx (Actor.CheckResult Hit)