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UE2:XBombFlag (UT2004)
Object >> Actor >> Decoration >> GameObject >> XBombFlag |
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xBomb This is the bomb. Someone set us up the bomb.
Properties
Property group 'xBombFlag'
BombLauncherClassName
Type: string
Default value: "XWeapons.BallLauncher"
Elasticity
Type: float
Default value: 0.4
ImpactSound
Type: Sound
Default value: Sound'WeaponSounds.ball_bounce_v3a'
InitialDir
Type: Object.Vector
PassTarget
Type: Pawn
PrevWeaponClass
SeekAccum
Type: float
Modifiers: transient
SeekInterval
Type: float
Default value: 0.05
ThrowerTime
Type: float
ThrowerTouchDelay
Type: float
Default value: 1.0
ThrowSpeed
Type: float
Default value: 1300.0
Internal variables
bBallDrainsTransloc
Type: bool
bThrownBomb
Type: bool
SecondRepSkin
Type: Material
Default value: Shader'XGameShaders.BRShaders.BombIconYS'
TeamHue
Type: byte
Array size: 2
Default value, index 1: 170
TeamShader
Type: Material
Array size: 2
Default value, index 0: Shader'XGameShaders.BRShaders.BombIconRS'
Default value, index 1: Shader'XGameShaders.BRShaders.BombIconBS'
TossTrail
Type: xEmitter
Default values
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 |
|
||||||||
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 |
|
||||||||
RotationRate |
|
||||||||
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
Events
Destroyed
Overrides: Decoration.Destroyed
HitWall
Overrides: Decoration.HitWall
Landed
Overrides: GameObject.Landed
PostNetReceive
Overrides: Actor.PostNetReceive
TakeDamage
Overrides: Decoration.TakeDamage
Other instance functions
CanBePickedUpBy
Overrides: GameObject.CanBePickedUpBy
CanBeThrownBy
Overrides: GameObject.CanBeThrownBy
ClearHolder
Overrides: GameObject.ClearHolder
LogDropped
Overrides: GameObject.LogDropped
LogReturned
Overrides: GameObject.LogReturned
RandSpin
SendHomeDisabled
Overrides: GameObject.SendHomeDisabled
SetHolder
Overrides: GameObject.SetHolder
SetThrow
Throw
ValidHolder
Overrides: GameObject.ValidHolder
States
Dropped
Inherits from: GameObject.Dropped
Dropped.BeginState
Overrides: GameObject.Dropped.BeginState
Dropped.EndState
Overrides: GameObject.Dropped.EndState
Dropped.HitWall
Overrides: HitWall (global)
Dropped.Landed
Overrides: Landed (global)
Dropped.Tick
Overrides: Actor.Tick (global)
Dropped.Timer
Overrides: GameObject.Dropped.Timer
Dropped.LogTaken
Overrides: GameObject.LogTaken (global)
Held
Inherits from: GameObject.Held
Held.BeginState
Overrides: GameObject.Held.BeginState
Held.EndState
Overrides: GameObject.Held.EndState
Home
Inherits from: GameObject.Home
Modifiers: auto
Ignores: Drop, Score, SendHome
Home.BeginState
Overrides: GameObject.Home.BeginState
Home.LogTaken
Overrides: GameObject.LogTaken (global)
HomeDisabled
HomeDisabled.BeginState
Overrides: Object.BeginState (global)
HomeDisabled.EndState
Overrides: Object.EndState (global)
HomeDisabled.IsHome
Overrides: GameObject.IsHome (global)