I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
Difference between revisions of "UE3:UTEmit TransLocateOut (UT3)"
(Auto-generated page) |
(Talk) |
||
Line 22: | Line 22: | ||
<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | '''Default value:''' 0.1 | ||
===Default values=== | ===Default values=== |
Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_TransLocateOut |
- Package:
- UTGame
- Direct subclass:
- UTEmit_TransLocateOutRed
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
FirstPersonTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'Envy_Effects.Particles.P_Player_Spawn_Blue'
TLTrailKillWindow[edit]
Type: float
Default value: 0.1
Default values[edit]
Property | Value |
---|---|
bBlockActors | True |
bCollideActors | True |
bCollideWorld | True |
bProjTarget | True |
CollisionComponent | CylinderComponent'CollisionCylinder' |
Components[1] | CylinderComponent'CollisionCylinder' |
EmitterTemplate | ParticleSystem'WP_Translocator.Particles.P_WP_Translocator_Teleport' |
TickGroup | TG_PostAsyncWork |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollisionHeight | 44.0 |
CollisionRadius | 21.0 |
ParticleSystemComponent0[edit]
Class: Engine.ParticleSystemComponent
Inherits from: UTReplicatedEmitter.ParticleSystemComponent0
No new values.
Events[edit]
PostBeginPlay[edit]
Overrides: UTReplicatedEmitter.PostBeginPlay
TakeDamage[edit]
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)
Timer[edit]
Overrides: Actor.Timer
States[edit]
FirstTick[edit]
we set the template on the first tick instead of in PostBeginPlay() so the client has a chance to get Owner
Modifiers: auto
FirstTick.Tick[edit]
Overrides: Actor.Tick (global)