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

UE3:UTPaladinShield (UT3)

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UT3 Object >> Actor >> UTWeaponShield >> UTVehicleShield >> UTPaladinShield
Package: 
UTGameContent

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

Properties

ShieldStrengthParam

Type: name

name of particle system variable for paladin shield strength

Default value: 'ShieldAlpha'

Default values

Property Value
ActivatedSound SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldActivate'
AmbientComponent AudioComponent'AmbientSoundComponent'
CollisionComponent StaticMeshComponent'ShieldMesh'
Components[0] AudioComponent'AmbientSoundComponent'
Components[1] StaticMeshComponent'ShieldMesh'
DeactivatedSound SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldOff'
ShieldEffectComponent UTParticleSystemComponent'ShieldEffect'

Subobjects

AmbientSoundComponent

Class: Engine.AudioComponent

Property Value
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True
SoundCue SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldAmbient'

ShieldEffect

Class: UTGame.UTParticleSystemComponent

Property Value
bAutoActivate False
HiddenGame True
Template ParticleSystem'VH_Paladin.Effects.P_VH_Paladin_ShieldEffect'
Translation
Member Value
X -50.0
Y 0.0
Z -20.0

ShieldMesh

Class: Engine.StaticMeshComponent

Property Value
bAcceptsLights False
BlockRigidBody False
bUseAsOccluder False
CastShadow False
HiddenGame True
Scale 2.2
StaticMesh StaticMesh'VH_Paladin.Mesh.S_VH_Paladin_Shield_New'
Translation
Member Value
X 400.0
Y 0.0
Z 140.0

Events

BaseChange

event BaseChange ()

Overrides: Actor.BaseChange


Destroyed

event Destroyed ()

Overrides: Actor.Destroyed