I'm a doctor, not a mechanic

UE3:UTDecoy (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Projectile >> UTProjectile >> UTDecoy
Package: 
UTGameContent
This class in other games:
UT3


Properties

DecoyRange

Type: float

Max distance a missile can be to be affected

Default value: 2048.0

ProtectedTarget

Type: UTVehicle_Cicada_Content

Protect this vehicle

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
ReplacementPrimitive None

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


Landed

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

CheckRange

function bool CheckRange (Actor Aggressor)