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UE3:UTProj_TransDisc (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_TransDisc
Package: 
UTGame
Direct subclasses:
UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bNoAI[edit]

Type: bool


BounceSound[edit]

Type: SoundCue


BounceTemplate[edit]

Type: ParticleSystem

particle system played when the disc bounces off something

DisruptedController[edit]

Type: Controller

Who disrupted it

DisruptedEffect[edit]

Type: ParticleSystemComponent

Effect when it's broken

DisruptedLoop[edit]

Type: AudioComponent


DisruptedSound[edit]

Type: SoundCue


Integrity[edit]

Type: float

How much "Integrity" does it have

Default value: 2.0

LandEffects[edit]

Type: ParticleSystemComponent

When the disk has landed this system starts running

MyTranslocator[edit]

Type: UTWeap_Translocator


NextBeacon[edit]

Type: UTProj_TransDisc

Create a linked list of all beacons in the level

TLState[edit]

Type: ETLState

Modifiers: repnotify


TranslocationTarget[edit]

Type: Actor

for AI

TranslocationTargetLoc[edit]

Type: Object.Vector


Default values[edit]

Property Value
bBounce True
bCheckProjectileLight True
bNetTemporary False
bProjTarget True
bSwitchToZeroCollision False
Buoyancy 0.6
Components[1] StaticMeshComponent'ProjectileMesh'
LifeSpan 0.0
MomentumTransfer 50000.0
MyDamageType Class'UTGame.UTDmgType_Telefrag'
Physics PHYS_Falling
ProjectileLightClass Class'UTGame.UTTranslocatorLight'
Speed 1330.0
TossZ 155.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
CollideActors True
CollisionHeight 2.0
CollisionRadius 10.0

ProjectileMesh[edit]

Class: Engine.StaticMeshComponent

Property Value
bAcceptsLights False
BlockActors False
BlockRigidBody False
bUseAsOccluder False
CachedCullDistance 6000.0
CastShadow False
CollideActors False
CullDistance 6000.0
Translation
Member Value
X 0.0
Y 0.0
Z 2.0

Enums[edit]

ETLState[edit]

TLS_None 
TLS_InAir 
TLS_OnGround 
TLS_Disrupted 

Functions[edit]

Events[edit]

CreateProjectileLight[edit]

simulated event CreateProjectileLight ()

Overrides: UTProjectile.CreateProjectileLight

CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Projectile.HitWall


Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: UTProjectile.Landed

When this disc lands, give it some bounce.

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


ShutDown[edit]

simulated event ShutDown ()

Overrides: UTProjectile.Shutdown

Clean up

TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Other instance functions[edit]

BotTranslocate[edit]

function BotTranslocate ()


Disrupted[edit]

simulated function bool Disrupted ()


EndMonitoring[edit]

function EndMonitoring ()


IsMonitoring[edit]

function bool IsMonitoring (Actor A)


MyOnParticleSystemFinished[edit]

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


ProcessTouch[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProjectile.ProcessTouch

Unlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall

Recall[edit]

simulated function Recall ()

Called from the UTWeap_Translocator to recall this disc

SetTranslocationTarget[edit]

function SetTranslocationTarget (Actor T, Object.Vector Loc)


SpawnBounceEffect[edit]

simulated function SpawnBounceEffect (Object.Vector HitNormal)


SpawnFlightEffects[edit]

simulated function SpawnFlightEffects ()

Overrides: UTProjectile.SpawnFlightEffects

Spawns any effects needed for the flight of this projectile

SpawnTrail[edit]

simulated function SpawnTrail ()


States[edit]

MonitoringThrow[edit]

MonitoringThrow.Destroyed[edit]

simulated event Destroyed ()

Overrides: Destroyed (global)


MonitoringThrow.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

MonitoringThrow.HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: HitWall (global)


MonitoringThrow.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


MonitoringThrow.Touch[edit]

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Projectile.Touch (global)


MonitoringThrow.BotTranslocate[edit]

function BotTranslocate ()

Overrides: BotTranslocate (global)


MonitoringThrow.EndMonitoring[edit]

function EndMonitoring ()

Overrides: EndMonitoring (global)


MonitoringThrow.IsMonitoring[edit]

function bool IsMonitoring (Actor A)

Overrides: IsMonitoring (global)