Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:XBombSpawn (UT2003)
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Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> XBombSpawn |
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xBombSpawn.
Properties[edit]
Property group 'xBombSpawn'[edit]
TakenSound[edit]
Type: Sound
Default value: Sound'GameSounds.CTFAlarm'
Internal variables[edit]
FlagType[edit]
Default value: Class'XGame.xBombFlag'
myFlag[edit]
Type: xBombFlag
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bCollideActors | True |
bNotBased | True |
bUnlit | True |
CollisionHeight | 60.0 |
CollisionRadius | 60.0 |
DefenderTeamIndex | 255 |
DrawScale | 3.0 |
DrawType | DT_StaticMesh |
LightBrightness | 128.0 |
LightEffect | LE_QuadraticNonIncidence |
LightHue | 37 |
LightRadius | 6.0 |
LightSaturation | 255 |
LightType | LT_SubtlePulse |
NetUpdateFrequency | 8.0 |
ObjectiveName | "Bomb Spawn" |
StaticMesh | XGame_rc.BallMesh |
Functions[edit]
Events[edit]
BeginPlay[edit]
event BeginPlay ()
Overrides: Actor.BeginPlay
Other instance functions[edit]
BetterObjectiveThan[edit]
Overrides: GameObjective.BetterObjectiveThan
BotNearObjective[edit]
Overrides: GameObjective.BotNearObjective