Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTEmit_ShockCombo (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_ShockCombo
Package: 
UTGame
Direct subclass:
UTEmit_HeroShockCombo
This class in other games:
UDK

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

Properties

ExplosionLightClass

Type: class<UTExplosionLight>


Default value: Class'UTGame.UTShockComboExplosionLight'

VortexDamageType

Type: class<UTDamageType>

damage type passed to SpawnGibs() when blowing up a ragdoll

Default value: Class'UTGame.UTDmgType_ShockCombo'

VortexDuration

Type: float

duration in seconds of the physics effect, or zero for it to be the same as the emitter

Default value: 2.75

VortexForcePerSecond

Type: float

increase in vortex force per second

Default value: 150.0

VortexRadius

Type: float

radius in which ragdolls have the force applied

Default value: 400.0

Default values

Property Value
EmitterTemplate ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo'
TickGroup TG_PreAsyncWork

Subobjects

ParticleSystemComponent0

Class: Engine.ParticleSystemComponent

Inherits from: UTReplicatedEmitter.ParticleSystemComponent0

No new values.

Events

SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


States

PhysicsVortex

this state does the cool physics vortex effect

PhysicsVortex.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PhysicsVortex.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


PhysicsVortex.EndVortex

simulated function EndVortex ()