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

UE3:UTDecoy (UDK)

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UDK Object >> Actor >> Projectile >> UTProjectile >> UTDecoy
Package: 
UTGameContent
This class in other games:
UT3


Properties[edit]

DecoyRange[edit]

Type: float

Max distance a missile can be to be affected

Default value: 2048.0

ProtectedTarget[edit]

Type: UTVehicle_Cicada_Content

Protect this vehicle

Default values[edit]

Property Value
bBounce True
Damage 50.0
DamageRadius 250.0
LifeSpan 5.0
MaxSpeed 1500.0
MomentumTransfer 10000.0
Physics PHYS_Falling
ProjExplosionTemplate ParticleSystem'VH_Cicada.Effects.P_VH_Cicada_Decoy_Explo'
ProjFlightTemplate ParticleSystem'VH_Cicada.Effects.P_VH_Cicada_DecoyFlare'
Speed 1000.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
ReplacementPrimitive None

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


Landed[edit]

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

Overrides: UTProjectile.Landed

Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.

Other instance functions[edit]

CheckRange[edit]

function bool CheckRange (Actor Aggressor)