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UE3:UTProj_AvrilRocketBase (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_AvrilRocketBase
Package: 
UTGame
Direct subclass:
UTProj_AvrilRocket

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

Properties[edit]

BeaconTexture[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

bRedirectedLock[edit]

Type: bool

Set to true if the lock for this rocket has been redirected

InitialPostRenderTime[edit]

Type: float


LastLockWarningTime[edit]

Type: float

The last time a lock message was sent

LockedTarget[edit]

Type: Actor

Holds the vehicle this rocket is locked on to. The vehicle will give us our Homing Target

LockingWeapon[edit]

Type: UTWeap_Avril

the AVRiL that is currently controlling the target lock (could be different if MyWeapon has no target)

LockWarningInterval[edit]

Type: float

How long before re-sending the next Lock On message update

MyWeapon[edit]

Type: UTWeap_Avril

Holds a pointer back to the firing Avril - Only valid server side

RaptorBoltExtendedRadius[edit]

Type: float

Extended radius for raptor bolts destroying this avril

Default value: 80.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions[edit]

Native functions[edit]

NativePostRenderFor[edit]

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set

Parameters:

  • PC - The Player Controller who is rendering this pawn
  • Canvas - The canvas to draw on

Shutdown[edit]

simulated event Shutdown ()

Overrides: UTProjectile.Shutdown

Clean up

TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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)

Other instance functions[edit]

ForceLock[edit]

function ForceLock (Actor ForcedLock)


SetTarget[edit]

function bool SetTarget (Actor NewTarget, UTWeap_Avril NewLockOwner)

sets the target we're locked on to. May fail (return false) if NewLockOwner isn't allowed to control me