My program doesn't have bugs. It just develops random features.

UE2:XBombFlag (UT2004)

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UT2004 Object >> Actor >> Decoration >> GameObject >> XBombFlag
Package: 
XGame
This class in other games:
UT2003

xBomb This is the bomb. Someone set us up the bomb.

Properties[edit]

Property group 'xBombFlag'[edit]

BombLauncherClassName[edit]

Type: string


Default value: "XWeapons.BallLauncher"

Elasticity[edit]

Type: float


Default value: 0.4

ImpactSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.ball_bounce_v3a'

InitialDir[edit]

Type: Object.Vector


PassTarget[edit]

Type: Pawn


PrevWeaponClass[edit]

Type: class<Weapon>


SeekAccum[edit]

Type: float

Modifiers: transient


SeekInterval[edit]

Type: float


Default value: 0.05

ThrowerTime[edit]

Type: float


ThrowerTouchDelay[edit]

Type: float


Default value: 1.0

ThrowSpeed[edit]

Type: float


Default value: 1300.0

Internal variables[edit]

bBallDrainsTransloc[edit]

Type: bool


bThrownBomb[edit]

Type: bool


SecondRepSkin[edit]

Type: Material


Default value: Shader'XGameShaders.BRShaders.BombIconYS'

TeamHue[edit]

Type: byte

Array size: 2


Default value, index 1: 170

TeamShader[edit]

Type: Material

Array size: 2


Default value, index 0: Shader'XGameShaders.BRShaders.BombIconRS'

Default value, index 1: Shader'XGameShaders.BRShaders.BombIconBS'

TossTrail[edit]

Type: xEmitter


Default values[edit]

Property Value
bBounce True
bCollideActors True
bCollideWorld True
bDynamicLight True
bFixedRotationDir True
bHome True
bProjTarget True
bStasis False
bStatic False
bUnlit True
Buoyancy 20.0
CollisionHeight 20.0
CollisionRadius 24.0
DesiredRotation
Member Value
Yaw 30000
DrawScale 1.5
DrawType DT_StaticMesh
GameObjBone 'spine'
LightBrightness 255.0
LightEffect LE_QuadraticNonIncidence
LightHue 40
LightRadius 6.0
LightType LT_Steady
MessageClass Class'XGame.xBombMessage'
NetPriority 3.0
NetUpdateFrequency 100.0
Physics PHYS_Rotating
PrePivot
Member Value
X 2.0
Y 0.0
Z 0.5
RotationRate
Member Value
Yaw 30000
Skins[1] Shader'XGameShaders.BRShaders.BombIconYS'
Skins[2] Shader'XGameShaders.BRShaders.BombIconYS'
SoundRadius 250.0
StaticMesh StaticMesh'E_Pickups.BombBall.FullBomb'
Style STY_Masked

Functions[edit]

Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Decoration.Destroyed


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


Landed[edit]

event Landed (Object.Vector hitNormal)

Overrides: GameObject.Landed


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage[edit]

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

Overrides: Decoration.TakeDamage


Other instance functions[edit]

CanBePickedUpBy[edit]

function bool CanBePickedUpBy (Pawn P)

Overrides: GameObject.CanBePickedUpBy


CanBeThrownBy[edit]

function bool CanBeThrownBy (Pawn P)

Overrides: GameObject.CanBeThrownBy


ClearHolder[edit]

function ClearHolder ()

Overrides: GameObject.ClearHolder


LogDropped[edit]

function LogDropped ()

Overrides: GameObject.LogDropped


LogReturned[edit]

function LogReturned ()

Overrides: GameObject.LogReturned


RandSpin[edit]

function RandSpin (float spinRate)


SendHomeDisabled[edit]

function SendHomeDisabled (float TimeOut)

Overrides: GameObject.SendHomeDisabled


SetHolder[edit]

function SetHolder (Controller C)

Overrides: GameObject.SetHolder


SetThrow[edit]

function SetThrow (Object.Vector start)


Throw[edit]

function Throw (Object.Vector start, Object.Vector dir)


ValidHolder[edit]

function bool ValidHolder (Actor Other)

Overrides: GameObject.ValidHolder


States[edit]

Dropped[edit]

Inherits from: GameObject.Dropped

Ignores: Drop

Dropped.BeginState[edit]

event BeginState ()

Overrides: GameObject.Dropped.BeginState


Dropped.EndState[edit]

event EndState ()

Overrides: GameObject.Dropped.EndState


Dropped.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: HitWall (global)


Dropped.Landed[edit]

event Landed (Object.Vector hitNormal)

Overrides: Landed (global)


Dropped.Tick[edit]

event Tick (float delta)

Overrides: Actor.Tick (global)


Dropped.Timer[edit]

event Timer ()

Overrides: GameObject.Dropped.Timer


Dropped.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Held[edit]

Inherits from: GameObject.Held

Ignores: SendHome, SetHolder

Held.BeginState[edit]

event BeginState ()

Overrides: GameObject.Held.BeginState


Held.EndState[edit]

event EndState ()

Overrides: GameObject.Held.EndState


Home[edit]

Inherits from: GameObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState[edit]

event BeginState ()

Overrides: GameObject.Home.BeginState


Home.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


HomeDisabled[edit]

Ignores: Drop, Score

HomeDisabled.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


HomeDisabled.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


HomeDisabled.IsHome[edit]

function bool IsHome ()

Overrides: GameObject.IsHome (global)